scholarly journals DEWARUCI BOARD GAME DESIGN AS A WAYANG INTRODUCTION MEDIA FOR CHILDREN 10-12 YEARS OLD

2020 ◽  
Vol 9 (2) ◽  
pp. 90-102
Author(s):  
Fajrina Cahya Dewi

Wayang is one of the artistic heritages that contains various good teachings in life. But now, there are many young generation forgets about wayang, and don't even know it. Watching Wayang Shows all night long is hard for children, that's why an alternative media are made in the form of games that can be played by children to introduce Wayang characters..The process of working in designing board games includes: (1) Pre-Production, including data collection, goal setting, concept determination, (2) Production, including content design, sketching, digitization, layouting, and printing (3) Post Production. This study project has produced a dummy board game theme about Dewaruci, where in the game, the theme of characters and stories of Dewaruci can be introduced to children. The work of the study project is expected to help children to get to know the noble artistic heritage. In addition, this work can be a motivation and inspiration for other creators who create works with archipelago content.

Gamification ◽  
2015 ◽  
pp. 1264-1280
Author(s):  
Jonathan Barbara

Measuring user experience in board games is broadly unexplored with research mainly focused on digital games. This paper assesses the suitability of using a questionnaire, developed for digital games, for use on board games - thus providing a common measure of user experience between board and digital games. The study involved play testing a themed board game with undergraduate computing students and alumni, measuring user experience via the Games Experience Questionnaire whilst testing for reliability and validity. Findings obtained high scores in both criteria, suggesting that the GEQ is a suitable tool to measure user experience in board games and thus a valid candidate for comparing game design across varied game media such as digital and board games.


Author(s):  
Jonathan Barbara

Measuring user experience in board games is broadly unexplored with research mainly focused on digital games. This paper assesses the suitability of using a questionnaire, developed for digital games, for use on board games - thus providing a common measure of user experience between board and digital games. The study involved play testing a themed board game with undergraduate computing students and alumni, measuring user experience via the Games Experience Questionnaire whilst testing for reliability and validity. Findings obtained high scores in both criteria, suggesting that the GEQ is a suitable tool to measure user experience in board games and thus a valid candidate for comparing game design across varied game media such as digital and board games.


Electronics ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 750
Author(s):  
Haruna Miyakawa ◽  
Noko Kuratomo ◽  
Hisham E. Bilal Salih ◽  
Keiichi Zempo

Playing board games is important for people with a visually impairment, as it promotes interactive socialization and communication skills. However, some board games are not accessible to them at present. In this study, we proposed an auditory card game system that presents a card’s contents with auditory stimuli to all players, towards playing equally with others, regardless of whether they have a visual impairment or not as one of the solutions to make board games accessible. This proposal contributes significantly to expand the range of inclusive board games for the visually impaired. The purpose of this paper is to determine whether the game allows for fair competition for people with visual impairments and to clarify the effects of the valuable parameters of the system on the players. The effectiveness of the proposed system was verified by having experimental participants play “Auditory Uta-Karuta”. The results suggested that the proposed system has the potential for an accessible board game design regardless of visual impairment. In the following experiment, we investigated the impact of each valuable parameter of the system on the player’s perception of the board games to clarify the appropriate audio cue design method. The results of this experiment will greatly assist in designing an appropriate board game using the proposed system.


2016 ◽  
Vol 6 (2) ◽  
pp. 1-14 ◽  
Author(s):  
Fabio Chiarello ◽  
Maria Gabriella Castellano

In this paper the authors report different experiences in the use of board games as learning tools for complex and abstract scientific concepts such as Quantum Mechanics, Relativity or nano-biotechnologies. In particular we describe “Quantum Race”, designed for the introduction of Quantum Mechanical principles, “Lab on a chip”, concerning the immune system and the nano-biotechnologies, “Time Race”, created to explain Relativistic concepts such as time dilation. The main idea is to choose a core of few basic concepts to be explained, and to design the game mechanisms and rules completely around them. Each game has been played by about 1000 participants, mainly students, with excellent results concerning growth of interest and comprehension on the considered themes. In a second phase (still in progress) the authors are considering the possibility to use the direct engagement of learners in the creation of games of this kind as a learning tool for scientific subjects, in particular for light and photonics. They present in detail these activities with obtained and expected results and issues.


Author(s):  
Lucimara Fabiana Fornari ◽  
Rosa Maria Godoy Serpa da Fonseca

ABSTRACT Objective: To analyze the potentialities and limits of the board game Violetas to address violence against women, from the perspective of the professionals who work in assisting the victims. Method: This is an interventional study with a qualitative approach. Thirty professionals from the Casas da Mulher Brasileira (Brazilian Women’s Houses) in Brasília, Campo Grande and Curitiba participated. Data collection was carried out during Critical-Emancipatory Workshops. Data were subjected to thematic content analysis with the support of the software webQDA. Results: As potentialities, the professionals mentioned the game design, the collaborative participation, and the ludicity as learning facilitators, stimulating reflections on the visibility of violence, assistance to victimized women, and the articulation of the supportive network services. As limitations of the study, the lack of familiarity with games, the understanding of the rules, and some issues contained in the game were mentioned. Conclusion: The game proved to be a powerful educational strategy for the training and qualification of the professionals involved in the supportive network.


2019 ◽  
Vol 3 (1) ◽  
pp. 09-21
Author(s):  
Jennifer Audiah ◽  
Brian Alvin Hananto

Previously, the author had done a study towards ‘The Art of Batik’ board game in terms of graphic design, especially in the aspect of information grouping and visual hierarchy. From that study, it is found that some game component there was too much information that wasn’t properly visualized and there was lack of visual hierarchy. This drives the author to conduct a redesign in response to the findings that were previously found. This paper will discuss the redesign of the 'The Art of Batik' card game that was made by the authors. The paper will describe the steps and design considerations that were made in the design process. At the end of the design, the authors conclude the paper and give a recommendation on how to design a game from the perspective of a visual communication designer. The authors hope that this paper can be a reference for further game design and game visual designs. The design process was based on the paradigm that each design needs to accommodate a hierarchy of needs before attempting to pursue additional features. With that principle in mind, the authors remapped the pieces of information of the game and redesigned the form of the game components. The result was a playable new set of 'The Art of Batik' that is ready to be evaluated in further research.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 558-558
Author(s):  
Chantal Kerssens ◽  
Maribeth Gandy ◽  
Kara Cohen ◽  
Laura Levy ◽  
Cecile Janssens ◽  
...  

Abstract Mild cognitive impairment (MCI) affects millions of older Americans and progression to dementia is common. Although people with MCI may experience impairments, they are often highly verbal, able, and eager to uphold beloved routines. Moreover, many seek opportunities to stay active, physically and mentally, to support their brain health. Some forms of cognitive training and social engagement potentially delay the onset and progression of disease, including dementia. This 12-month project used mixed methods to co-design and test an accessible version of well-known board games for people with MCI and a care partner without MCI. The overall goal was to foster a meaningful, joyous, social activity for players with differing capabilities using adapted game mechanics to create a compelling experience for both players. Coping strategies of care partners were studied to learn ways to foster positive interactions. Findings inform recommendations for game design and clinical interventions. Part of a symposium sponsored by Technology and Aging Interest Group.


2018 ◽  
Vol 8 (4) ◽  
pp. 226 ◽  
Author(s):  
Azweed Mohamad ◽  
Radzuwan Ab Rashid ◽  
Kamariah Yunus ◽  
Shireena Basree Abdul Rahman ◽  
Saadiyah Darus ◽  
...  

This paper discusses the speech acts in Facebook Status Updates posted by an apostate of Islam. The Facebook Timeline was observed for a duration of two years (January 2015 to December 2016). More than 4000 postings were made in the data collection period. However, only 648 postings are related to apostasy. The data were classified according to the types of speech acts. Expressive speech act is the most frequent speech act (33%, n=215), followed by the directive (27%, n=177), assertive (22%, n=141), and commissive (18%, n=115), respectively. Based on the speech acts used, it is discernible that the apostate attempts to engage other Facebook users and persuade them into accepting her ideology while gaining their support. This paper is novel in the sense that it puts forth the social actions of an apostate which is very scarce in literature. It is also methodologically innovative as it uses social media postings as a tool to explore the apostate’s social actions in an online space.


2021 ◽  
Vol 1 (3) ◽  
pp. 192-199
Author(s):  
Ayun Indah Susanti ◽  
Nur Endah Purwaningsih

The purpose of this study is to describe Batik Cahaya Utama in Lamongan district. This study focused on pre-production, production, and post-production. The researcher used a descriptive research design with qualitative approach. Data collection was obtained from the interview process and observation. To check the validity of the findings, it used triangulation. Based on the result, the planning that carried out by Cahaya Utama is complete. But they did not have IPR (Intellectual Property Right) for batik that has been produced. In addition, they have not a special place to put their waste disposal site. Cahaya Utama has batik products included: handmade batik, stamp batik and printing batik. However, the stamp batik and printing batik made in outside of Cahaya Utama. They collaborate with other industry to make it. While post-production activities conducted by Cahaya Utama. The consumer not only from local people but also, they from other country. The promotion used online and offline. It helped the Cahaya Utama to promotions even though their place is not strategies for business. Based on the finding, the researcher hopes Lamongan district government will immediately find a solution related with waste disposal site. In addition, the results of this study can be used as a reference for similar research. Penelitian ini bertujuan mendeskripsikan batik Cahaya Utama di Desa Sendang Kecamatan Paciran Kabupaten Lamongan dengan fokus pra produksi, produksi dan pasca produksi. Peneliti menggunakan rancangan penelitian deskriptif dengan pendekatan kualitatif. Pengumpulan data diperoleh melalui proses wawancara, observasi dan dokumentasi. Pengecekan keabsahan data menggunakan triangulasi teknik dan triangulasi sumber. Berdasarkan hasil temuan, tahap perencanaan yang dilakukan oleh Cahaya Utama tergolong bagus mulai dari perencanaan sumber daya modal, manusia, tempat usaha, alat dan bahan, namun belum memiliki HKI (Hak Kekayaan Intelektual) untuk batik yang telah diproduksi. Selain itu dalam hal tempat pembuangan limbah belum mempunyai tempat yang layak sebagai tempat pembuangan limbah pewarnaan. Cahaya Utama memiliki produk batik tulis, batik cap dan batik printing atau sablon. Namun untuk batik cap dan printing pengerjaan dilakukan di luar usaha Cahaya Utama atau bekerja sama dengan usaha lain dalam proses produksi. Kegiatan pasca produksi yaitu tergolong bagus, pemasaran produk tidak hanya di dalam negeri namun juga dilakukan sampai luar negeri.


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