Cognitive Aspect of Dhakon Games in Painting Art Creation with Augmented Reality Technology

Arum Wilis Kartika Ayuningtari, Martinus Dwi Marianto

Abstract


This art creation was born because of the author's anxiety about the lack of child-friendly nowadays games. Games on gadgets are mostly not very child-friendly and will have a negative impact on them, so there is a need for educational games such as traditional dhakon games. This creation aims to create a work of painting that comes from one of the hidden essences of dhakon games, which can hone the cognitive aspects of children. The painting art creation uses practice-based research method. The process of collecting data is obtained through observation, literature study, and interviews. The result of this creation is a two-dimensional painting that is representational, deformative, and has symbolic meaning with acrylic on canvas media combined with AR (augmented reality) technology trough trans-media approach. This painting has the title “Gemi, Setiti, Ngastiti, Ngati-ati”. This creation is useful as a medium of criticism and as a medium of education to the public about the essence of a game has a big role in the child's growth and development process, so parents must be selective in choosing children's games. In addition, this art creation is also an attempt to revitalize the dhakon game as a product of the past culture that is full of educational values but sadly has been abandoned by many people.


Keywords


Culture, Traditional game, Dhakon, Painting, Trans-media, Augmented reality

Full Text:

PDF

References


Andayani, Revina J, (2020). Efektivitas Media Pembelajaran Dakon dalam Meningkatkan Keterampilan Berbicara Mahasiswa BIPA. Jurnal Bapala. Vol. 7(3). pp. 1-11

Asteria, Prima Vidya. (2017). Pengenalan Permainan Tradisional Indonesia di Kelas BIPA. Jurnal Paramasastra. Vol 4(1). pp. 146-159

Guntur. (2016). Metode Penelitian Artistik. Surakarta: ISI Press

Hendriyana, Husen. (2022). Metodologi Penelitian Penciptaan Karya. Bandung: Sunan Ambu Press

Marianto, M. Dwi. (2019). Seni dan Daya Hidup dalam Perspektif Quantum. Yogyakarta: Scritto Books Publisher dan BP ISI Yogyakarta

Mönks, F. J., A. M. P. Knoers, dan Siti Rahayu Haditono. (2004). Psikologi Perkembangan: Pengantar dalam Berbagai Bagiannya. Yogyakarta: Gadjah Mada University Press.

Mulyani. (2016). Super Asyik Permainan Tradisional Anak Indonesia. Yogyakarta: Diva Press

Rohmatin, Titik. (2020). Etnomatematika Permainan Tradisional Congklak sebagai Teknik Belajar Matematika. KID: Prosiding Konferensi Ilmiah Dasar. Vol. 2. pp. 144-150

Runco, Mark A. & Jaeger, Garrett J. (2012). The Standard Definition of Creativity. Creativity Research Journal. Vol. 24(1). pp. 92-96

Sahman, Humar. (1993). Mengenali Dunia Seni Rupa, Tentang Seni, Karya Seni, Aktivitas Kreatif, Apresiasi, Kritik dan Estetika. Semarang: IKIP Semarang Press.

Wisetrotomo, Suwarno. (2020). OMBAK PERUBAHAN: Problem Sekitar Fungsi Seni dan Kritik Kebudayaan. Yogyakarta: Penerbit Nyala

Yanuarita, Heylen A. & Haryati, Sri. (2021). Pengaruh Covid-19 Terhadap Kondisi Sosial Budaya di Kota Malang dan Konsep Strategis dalam Penanganannya. Jurnal Ilmiah Widya Sosiopolitika. Vol. 2(2). pp. 58-71




DOI: https://doi.org/10.24114/gondang.v7i1.48562

Article Metrics

Abstract view : 169 times
PDF - 82 times

Refbacks

  • There are currently no refbacks.


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


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

slot gacor slot