An Android-Based Learning Multimedia for Intoducing Central Sumba Traditional Culture at SD Masehi Matawai Pandang
DOI:
https://doi.org/10.59934/jaiea.v5i2.2143Keywords:
Multimedia Learning, Traditional Culture, Educational Games, GDLC, Central SumbaAbstract
Indigenous culture is a system of values and habits that is inherited from generation to generation and plays an important role in shaping cultural identity. However, there are still many students who do not know the traditional culture of their own region, as happened at SD Masehi Matawai Pandang, Central Sumba Regency. Students' low understanding of local culture is caused by the limitations of learning media that are able to increase students' interest in learning, because the learning process is still dominated by the use of package books without interactive media. This research aims to develop game-based interactive learning multimedia as a medium to introduce Central Sumba culture and customs for elementary school students. Game development uses the Game Development Life Cycle (GDLC) method, while the Linear Congruential Generator (LCG) algorithm is applied to generate pseudo-random numbers in the game. The results of the development are expected to increase students' interest in learning, students' understanding of indigenous culture, and foster a sense of belonging to local cultural heritage. In addition, this learning media is expected to be able to support digital cultural preservation and improve the quality of learning in remote areas
Downloads
References
Suryadi, S. (2015). The role of information and communication technology developments in learning activities and the development of the world of education. Informatics, 3(3), 133–143.
Susanti, R. (2013). Educational technology and its role in educational transformation. Journal of Educational Technology, 2(2), 15–23.
Hikam, A. I. (2020). Analysis of debate learning using interactive media PowerPoint 2013 in students of MA Sirajul Ulum Jatiurip Krejengan Probolinggo. ACADEMICS: Journal of Islamic Education Management, 2(2), 147–162.
Kuswanto, J., & Walusfa, Y. (2017). Development of multimedia learning in the subject of information and communication technology class VIII. Innovative Journal of Curriculum and Educational Technology, 6(2), 1–7.
Maulana, F., Nugroho, A. S., & Rachman, A. (2022). Integration of local culture in digital learning media for character education. Journal of Educational Technology, 24(2), 135–147
Afrianto, I., & Furqon, R. M. (2018). The Herbalist Herbal Medicine Educational Game Based Android. Journal of Business Information Systems, 8(2), 141–148.
Prabowo, R., Listyorini, T., & Susanto, A. (2015). The introduction of an Indonesian traditional house based on augmented reality by using an ID card as a marker. SNATIF Proceedings, 51–58.
Ramadan, R., & Widyani, Y. (2013). Game development life cycle guidelines. 2013 International Conference on Advanced Computer Science and Information Systems, ICACSIS 2013, September 2013, 95–100
Nugroho, A., & Pramono, B. A. (2017). Mobile Augmented Reality Application Based on Vuforia and Unity on 3D Object Recognition with a Case Study of Building M, University of Semarang. Juornal Transformation, 14(2), 86.
Putra, R. P. (2023). The application of the Linear Congruential Generator (LCG) algorithm in quiz games for elementary school students using Android-based Construct 2. S1 Thesis in Informatics Engineering, STMIK Widya Cipta Dharma.
Cholifah, W. N., Yulianingsih, Y., & Sagita, S. M. (2018). Black Box Testing on Android-Based Action & Strategy Applications with Phonegap Technology. STRING (Research and Technology Innovation Writing Unit), 3(2), 206.
Brooke, J. (2013). SUS: In retrospect. Journal of Usability Studies, 8(2), 29–40.
Salamah, I. (2019). Evaluate the usability of the Polsri website using the System Usability Scale. National Journal of Informatics Engineering Education (JANAPATI), 8(3), 176–183.
Saputra, A. A., Putra, F. N., & Yusron, R. D. R. (2022). Design and build an educational game to introduce Indonesian culture using the Android-based Game Development Life Cycle (GDLC) method. Journal of Computer Information System Automation, 2(1), 66–73.
Thariq, A., & Paramitha, M. (2024). The application of educational games for learning arts and culture uses a linear congruential generator (LCG). TEKNIMEDIA: Information Technology and Multimedia, 5(1), 11–16.
Mira, T. S. D. N. B., Hariadi, F., Hunggurami, J., & Djara, F. Y. (2024). An educational game to introduce East Sumba culture using the Fisher Yates Shuffle algorithm. Journal of Informatics Engineering UNIKA Santo Thomas, 67-73.
Siswoyo, A. A., Wijaya, B. R., & Nizar, R. C. (2023). Interactive multimedia educational games integrated with Madura local wisdom to instill cultural literacy in elementary school students. Educational: Journal of Educational Sciences, 5(6), 2879–2888.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Journal of Artificial Intelligence and Engineering Applications (JAIEA)

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.








