game that is not only fun but a way to educate the user (Andang 2009). Mobile games are also
the same as video games but are played on mobile devices. Video games can provide interesting
social experiences that are both cognitive and emotional which have the potential to improve
the mental health of children and adolescents. Video games can also make the user feel more
prosperous (Garnic 2014). Therefore, it can be concluded that culture that carries traditional values
and technology that carries a breath of innovation can be integrated to bring educational value to
the community.
2 RESEARCH METHODS
This study uses a qualitative method of content analysis which is a method that examines documents
in the form of a general category of meaning. Researchers can analyze a variety of documents, from
personal papers (letters, psychiatric reports) to history (Richard 1967). The content analysis method
is basically a systemic technique for analyzing the contents of messages and processing messages,
or a tool for observing and analyzing the contents of open communication behavior from the chosen
communicator (Richard 1967). Another understanding according to Berelson (1952), which was
then followed by Kerlinger (1986), is that content analysis is defined as a method for studying and
analyzing communication systemically, objectively, and quantitatively against messages that appear
(Wimer & Dominic 2000). This study examines the Sundanese folklore culture and its integration
with technological innovations in mobile applications to affect Sundanese folklore trends.
3 RESULTS AND DISCUSSIONS
3.1 Result
Over time, the development of the technology industry is a phenomenon that can lead its users to
forget the language and culture of their own regions. People often ignore their mother tongue or
their respective regions, including Sundanese culture. Only about 40% of West Javanese children
know and are able to speak Sundanese (Antaranews 2020). Therefore, mobile applications in the
form of games can be an effective and fun tool for introducing Sundanese cultural folklore. Games
provide great educational opportunities by analyzing a group of players and individuals using
rational strategies (Leyton-Brown & dan Shoham 2008).
Figure 1. Example of cultural education through a mobile application. (Source. Google Play Store, Marbel
Budaya Nusantara 2020).
Sundanese folklore educational media with mobile applications are seen as very effective learning tools. Learning media with mobile applications or M-learning can also deliver Sundanese
cultural values more efficiently. Mobile learning has the same meaning as e-learning, only mobile
learning can only be accessed via mobile devices. M-Learning has the following advantages:
1. Portability means the device is more portable.
2. Supports learning because the younger generation is more familiar with devices such as tablets
than conventional learning methods.
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