{"title":"基于 Engklek 的 Vis.Map 设计作为 Z 世代数字化阶段地方智慧存在的媒介:小学案例研究","authors":"Annas Solihin, Putri Rachmadyanti, Ricky Setiawan","doi":"10.26858/publikan.v14i2.63540","DOIUrl":null,"url":null,"abstract":"In the era of digitalization, information technology brings challenges and opportunities for preserving local wisdom, especially among Generation Z. This research aims to develop interactive learning media based on the traditional game Engklek, called Vis.Map, to teach local wisdom to elementary school students. This research uses the Research and Development (R&D) method with the waterfall model, including requirements, design, implementation, verification, and maintenance. At the requirements stage, user needs are identified through observation, interviews, and a literature review. Design includes creating conceptual designs, flowcharts, and website interfaces. Implementation involved developing a website application and printing pawn and trivia cards with QR codes. Verification is done through validity, compatibility, and usability testing involving material experts, media experts, teachers, and students. The research results show that Vis.Map has a very high level of construct and content validity, very good compatibility, and usability that has received a positive response from users. Conclusion: Vis.Map can be an effective solution for preserving local wisdom in the digital era.","PeriodicalId":168243,"journal":{"name":"Publikasi Pendidikan","volume":"46 22","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Rancang Bangun Vis.Map Berbasis Engklek Sebagai Media Eksistensi Kearifan Lokal Dalam Fase Digitalisasi di Era Gen Z: Studi Kasus Sekolah Dasar\",\"authors\":\"Annas Solihin, Putri Rachmadyanti, Ricky Setiawan\",\"doi\":\"10.26858/publikan.v14i2.63540\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In the era of digitalization, information technology brings challenges and opportunities for preserving local wisdom, especially among Generation Z. This research aims to develop interactive learning media based on the traditional game Engklek, called Vis.Map, to teach local wisdom to elementary school students. This research uses the Research and Development (R&D) method with the waterfall model, including requirements, design, implementation, verification, and maintenance. At the requirements stage, user needs are identified through observation, interviews, and a literature review. Design includes creating conceptual designs, flowcharts, and website interfaces. Implementation involved developing a website application and printing pawn and trivia cards with QR codes. Verification is done through validity, compatibility, and usability testing involving material experts, media experts, teachers, and students. The research results show that Vis.Map has a very high level of construct and content validity, very good compatibility, and usability that has received a positive response from users. Conclusion: Vis.Map can be an effective solution for preserving local wisdom in the digital era.\",\"PeriodicalId\":168243,\"journal\":{\"name\":\"Publikasi Pendidikan\",\"volume\":\"46 22\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-07-10\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Publikasi Pendidikan\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.26858/publikan.v14i2.63540\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Publikasi Pendidikan","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.26858/publikan.v14i2.63540","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
在数字化时代,信息技术为传承地方智慧带来了挑战和机遇,尤其是在 Z 世代中。本研究旨在开发基于传统游戏 Engklek 的互动学习媒体,即 Vis.Map,以向小学生传授地方智慧。本研究采用瀑布模型的研究与开发(R&D)方法,包括需求、设计、实施、验证和维护。在需求阶段,通过观察、访谈和文献综述确定用户需求。设计包括创建概念设计、流程图和网站界面。实施包括开发一个网站应用程序和印制带有二维码的典当卡和琐事卡。验证是通过有效性、兼容性和可用性测试完成的,测试人员包括材料专家、媒体专家、教师和学生。研究结果表明,Vis.Map 具有很高的建构和内容效度、很好的兼容性和可用性,得到了用户的积极响应。结论Vis.Map 可以成为数字时代保存地方智慧的有效解决方案。
Rancang Bangun Vis.Map Berbasis Engklek Sebagai Media Eksistensi Kearifan Lokal Dalam Fase Digitalisasi di Era Gen Z: Studi Kasus Sekolah Dasar
In the era of digitalization, information technology brings challenges and opportunities for preserving local wisdom, especially among Generation Z. This research aims to develop interactive learning media based on the traditional game Engklek, called Vis.Map, to teach local wisdom to elementary school students. This research uses the Research and Development (R&D) method with the waterfall model, including requirements, design, implementation, verification, and maintenance. At the requirements stage, user needs are identified through observation, interviews, and a literature review. Design includes creating conceptual designs, flowcharts, and website interfaces. Implementation involved developing a website application and printing pawn and trivia cards with QR codes. Verification is done through validity, compatibility, and usability testing involving material experts, media experts, teachers, and students. The research results show that Vis.Map has a very high level of construct and content validity, very good compatibility, and usability that has received a positive response from users. Conclusion: Vis.Map can be an effective solution for preserving local wisdom in the digital era.