Perancangan Puzzle Sudoku Warisan Hanacaraka Menggunakan Metode Design Thinking dan Game Design

نویسندگان

چکیده

Mempelajari aksara Jawa atau Hanacaraka memang tidak punya manfaat pragmatis bagi kebanyakan orang, sehingga minat mempelajarinya rendah, terutama anak SD dan SMP yang mendapat materinya di sekolah. Padahal melestarikan memiliki banyak keuntungan seperti membangun karakter kebangsaan kuat. Upaya meningkatkan belajar perlu dilakukan, salah satunya dengan menggunakan cara persuasif melalui media menyenangkan untuk anak-anak. Warisan Hanacaraka, aplikasi permainan puzzle Sudoku, hadir sebagai pembelajaran. Dengan pendekatan kualitatif, tulisan ini akan mengurai ide perancangan design thinking panduan game disesuaikan jenis Sudoku. Hancaraka dapat menjadi variasi Sudoku belum pernah ada, apalagi memasukkan unsur budaya tradisi khas batik, dongeng, candi dikombinasikan secara konseptual pada UI UX, gameplay cerita. Tidak hanya solusi potensial Jawa, namun juga alternatif penggunaan smartphone positif karena mengembangkan segi kognitif afektif.
 Kata Kunci: hanacaraka; aplikasi; permainan; sudoku

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ژورنال

عنوان ژورنال: Ultimart

سال: 2022

ISSN: ['1979-0716', '2615-8124']

DOI: https://doi.org/10.31937/ultimart.v15i2.2582