PERANCANGAN APLIKASI PERMAINAN “PUSAKA : KUJANG OF THE FIRE” SEBAGAI MEDIA PENGENALAN SENJATA TRADISIONAL KUJANG UNTUK REMAJA USIA 13-18 TAHUN

  • Ahmad Thabathaba’I
  • Ricky Widyananda Putra
Keywords: Educational Games, Culture, Kujang

Abstract

Games are entertainment media that can be used as educational media. Today's teens have a high sense of interest in games. With this approach, the creator created this work to introduce Indonesian culture which was continually eroded by outside cultures. This game introduces the origins and meaning of traditional kujang weapons. This work is aimed at adolescents aged 13-18 years, so the illustrations and gameplay created are adjusted to attract the attention of the target audience. With the design of the "Pusaka: Kujang Of The Fire" Game Application, the creator hopes that this work will be a solution to introduce Indonesian culture to interesting and entertaining media.

Published
2021-03-01
Section
Table of Contents