BIMA DEWANTO SRIWIBOWO
SARJANA - Sastra Indonesia
|Asal Perguruan Tinggi||Universitas Negeri Jakarta|
|Nama Prodi||Sastra Indonesia|
|Judul Karya Tulis||Model Permainan Digital Alkisah sebagai Media Pendukung Literasi Budaya dan Kewargaan bagi Siswa Sekolah Dasar di DKI Jakarta|
|Topik Karya Tulis||Pelestarian Budaya Indonesia|
|Bidang Karya Tulis||IPS|
|Ringkasan KTI||THE MODEL OF ALKISAH: A DIGITAL GAME APPLICATION
AS SUPPORTING MEDIA OF CULTURE AND CITIZENSHIP
FOR ELEMENTARY SCHOOL STUDENT IN DKI JAKARTA|
BIMA DEWANTO SRIWIBOWO
UNIVERSITAS NEGERI JAKARTA
It is stated in The Sustainable Development Goals (SDG) in Quality Education that by 2030, the literacy (read and write) and numeracy literacy will be integrated in Education for All Goals. In relation to this, The Ministry of Culture and Education released Gerakan Literasi Nasional in 2017 with some purposes to develop the culture of literacy in educational environment from peers, school, and society in order to achieve lifetime learning as an effort to improve the quality of life.
In the Guide Book of Culture and Citizenship Literacy, it has been mentioned that one of the achievement indicators in school is to increase the number and variety of reading material about culture and citizenship, also to increase student tolerance level of diversity in school. One of the reading materials that mostly teach the meaning of tolerance is folklore. However, based on Index Report of Tolerance City in Indonesia that released by SETARA Institute for Democracy and Peace in December 7th, 2018, Jakarta is in the 92nd from 94 cities in Indonesia with lowest tolerance score amounted to 2.880.
As an effort in utilizing the technology to improve tolerance in particular in 4.0 Industrial Revolution era, this scientific paper offers one digital game application which can be used as supporting media of Culture and Citizenship Literacy in DKI Jakarta in the scope of elementary school. That supporting media is an Android digital game called Alkisah. The purposes of this paper are to develop the model of Alkisah digital game application and to explain the utilization of Alkisah as supporting media of Culture and Citizenship Literacy for Elementary School Student in DKI Jakarta.
This scientific paper uses the Research and Development method which has three steps; there are pre-production, production, and post-production. The theoretical benefits of this paper are to enrich the theory of literacy, language and literature, and educational development. While the practical benefits of this paper are: 1) for students, as an interactive instructional media of Culture and Citizenship Literacy in the form of digital game; 2) for school, as useful supporting media to monitor the reading activity with cultural themes done by the students; 3) for government, Alkisah could be used as a supporting media of Gerakan Literasi Sekolah especially in Culture and Citizenship Literacy and as a way to measure the achievement of literacy in Indonesia.
In its development, Alkisah application has some elements among others: first page, supporting features (class group, class discussion, and class rank), story page (story arena, game arena, and quiz), and output (result report of reading activity). Main feature of this application is to become a reading media of Indonesian folklore collection which can be completed by various types of games in each stories. To optimize the reading activity in class environment, students will be incorporated with their classmates and teacher in Alkisah. In this application, student could do some discussion with group discussion feature and can see the rank of reading activity in the feature of class rank. Other than that, to make the teacher much easier to control and supervise the reading activity with this application, there is a report feature that summarizes all of student activities in the utilization of this application. That report will be received by teacher automatically in every month via PDF document.
After the arrangement of this paper, Alkisah is expected to be a proper media to improve tolerance for students; improving reading materials based on culture, to increase the existence of Indonesian folklore, and can be used by related institutions as the target indicator of Culture and Citizenship Literacy.
|1||Pemakalah||International Student Conference in Asia-Africa Studies||2018||Internasional||Lihat|
|2||Esai Diterbitkan||Asia Speaks Chapter Indonesia||2019||Internasional||Lihat|
|3||Pemakalah||Seminar Kesastraan dan Kebahasaan||2018||Internasional||Lihat|
|4||Juara 1||Lomba Monolog 1 Dekade Teater Psikologi UI||2017||Nasional||Lihat|
|5||Juara 2||Lomba Cipta Cerpen Mimpi dan Harapan||2018||Nasional||Lihat|
|6||Juara 3||Pekan Seni Mahasiswa Daerah Cabang Lomba Poster||2018||Propinsi||Lihat|
|7||Juara 1||Lomba Membaca Berita TV UP||2017||Nasional||Lihat|
|8||Pemakalah||Seminar Nasional Anantara||2018||Nasional||Lihat|
|9||Pemakalah||Jurnal Ilmu Bahasa dan Sastra Arkhais||2018||Nasional||Lihat|
|10||Ketua Pelaksana||Seminar Jurnalistik dalam Media Digital||2018||Nasional||Lihat|