3. Increases the motivation of ownership of the device and can also increase the commitment to
use and learn it.
4. Has a broader reach because its use reaches all levels of society.
5. Timely learning enhances learning as needed (Andy 2007).
The results are a trend where cultures that are considered conservative and technology that is
considered innovated can be integrated into a learning medium that creates current trends about
the concept of an introduction to Sundanese folklore and cultural values.
3.2 Discussions
A mobile application game is designed for fun so if education can be combined with it, there is
added value. Educational games are games that are designed with the specific purpose of teaching
users about something, be it developing concepts, increasing understanding, or guiding and training
its users’ abilities. This game must also be able to provide motivation to users to continue playing
it (Hurd 2009).
Sundanese folklore expresses its identity in folk art, in which there are songs, rhymes, and
legend stories which makes it an ideal genre for preservation within technology, such as mobile
applications, that will trend within a community. This form of mobile application can be in the
form of games or educational applications.
4 CONCLUSIONS
Although Sudanese folklore culture plays an important role as guardian of a community’s identity, it
tends to be conservative. Therefore, it could benefit greatly from the innovation of technology such
as in the form of a mobile application game that would provide education and increase awareness
to its rich culture and history.
According to Andang Ismail (2009), a mobile application game has two purposes:
1. as a pure play activity that aims to find pleasure not based on winning and losing or
2. as a fun play activity that is based on winning and losing.
Mobile applications will be an effective medium to be linked to Sudanese folklore culture because
the majority of Indonesian people already have smartphones. Noted in 2015 on gs.statcounter.com,
68.75% of Indonesians were Android smartphone users (Statcounter.com 2020). This high number
of users provides a great opportunity for people to use their smartphones to connect to their
Sundanese folklore culture.
ACKNOWLEDGMENTS
The research team would like to say thank you to all those who helped carry out this research,
especially the Visual Communication Design Study Program, Telkom University. Hopefully, this
research can be useful for many people who like and study culture in relation to design and creative
industries.
REFERENCES
Andy, Yonatan. 2007. Perancangan dan Implementasi Mobile Learning untuk Pembelajaran Bahasa Jepang
Berbasis Brew. Bandung: STEI ITB.
Budd Richard, Atal, 1967. Content Analysis of Communication. New York: The Mac Millan Company.
Danandjaja, James. 2007. Folklor Indonesia, Ilmu Gosip, Dongeng, dan Iain-lain. Jakarta: Grafiti.
353
use and learn it.
4. Has a broader reach because its use reaches all levels of society.
5. Timely learning enhances learning as needed (Andy 2007).
The results are a trend where cultures that are considered conservative and technology that is
considered innovated can be integrated into a learning medium that creates current trends about
the concept of an introduction to Sundanese folklore and cultural values.
3.2 Discussions
A mobile application game is designed for fun so if education can be combined with it, there is
added value. Educational games are games that are designed with the specific purpose of teaching
users about something, be it developing concepts, increasing understanding, or guiding and training
its users’ abilities. This game must also be able to provide motivation to users to continue playing
it (Hurd 2009).
Sundanese folklore expresses its identity in folk art, in which there are songs, rhymes, and
legend stories which makes it an ideal genre for preservation within technology, such as mobile
applications, that will trend within a community. This form of mobile application can be in the
form of games or educational applications.
4 CONCLUSIONS
Although Sudanese folklore culture plays an important role as guardian of a community’s identity, it
tends to be conservative. Therefore, it could benefit greatly from the innovation of technology such
as in the form of a mobile application game that would provide education and increase awareness
to its rich culture and history.
According to Andang Ismail (2009), a mobile application game has two purposes:
1. as a pure play activity that aims to find pleasure not based on winning and losing or
2. as a fun play activity that is based on winning and losing.
Mobile applications will be an effective medium to be linked to Sudanese folklore culture because
the majority of Indonesian people already have smartphones. Noted in 2015 on gs.statcounter.com,
68.75% of Indonesians were Android smartphone users (Statcounter.com 2020). This high number
of users provides a great opportunity for people to use their smartphones to connect to their
Sundanese folklore culture.
ACKNOWLEDGMENTS
The research team would like to say thank you to all those who helped carry out this research,
especially the Visual Communication Design Study Program, Telkom University. Hopefully, this
research can be useful for many people who like and study culture in relation to design and creative
industries.
REFERENCES
Andy, Yonatan. 2007. Perancangan dan Implementasi Mobile Learning untuk Pembelajaran Bahasa Jepang
Berbasis Brew. Bandung: STEI ITB.
Budd Richard, Atal, 1967. Content Analysis of Communication. New York: The Mac Millan Company.
Danandjaja, James. 2007. Folklor Indonesia, Ilmu Gosip, Dongeng, dan Iain-lain. Jakarta: Grafiti.
353
