Traditional Games as Cultural Heritage and Character Education Media in the Globalization Era
Abstract
Authors
How to Cite
##plugins.themes.bootstrap3.article.details##
References
Alifuddin, A. U., & Setyawan, B. W. (2021). Pengaruh budaya dan tradisi Jawa terhadap kehidupan sehari-hari pada masyarakat di Kota Samarinda. Jurnal Adat Dan Budaya Indonesia, 3(2), 67-73.
Anggita, G. M. (2019). Eksistensi permainan tradisional sebagai warisan budaya bangsa. JOSSAE: Journal of Sport Science and Education, 3(2), 55-59.
Bozhanova, V., Georgieva, E., & Bontchev, B. (2024). Students attitude to serious games for cultural heritage. IFAC-PapersOnLine, 58(24), 61-66. https://doi.org/10.1016/j.ifacol.2024.10.035
Checa-Romero, M., & Giménez-Lozano, J. M. (2025). Video games and metacognition in the classroom for the development of 21st century skills: A systematic review. Frontiers in Education, 9, 1485098. https://doi.org/10.3389/feduc.2024.1485098
Creswell, J. W. (1998). Qualitative inquiry and research design. Sage Publications, Inc.
Halimah, O. S., Hafsah, A. S., & Rahmat, T. (2024). Tirtawening bottled water sales in regional government-owned enterprise: Influences of brand image and digital marketing. Jurnal Dialektika: Jurnal Ilmu Sosial, 22(3), 357-369.
Kistanto, N. H. (2017). Tentang konsep kebudayaan. Sabda: Jurnal Kajian Kebudayaan, 10(2). https://doi.org/10.14710/sabda.v12i2.16795
Koentjaraningrat. (1975). Manusia dan kebudayaan Indonesia. Djambatan.
Liliweri, A. (2019). Pengantar studi kebudayaan. Nusamedia.
Lin, Y. H., Liu, C. H., & Chu, H. C. (2024). Integrating digital technologies and alternate reality games for sustainable education: Enhancing cultural heritage awareness and learning engagement. Sustainability, 16(21), 9451. https://doi.org/10.3390/su16219451
Liu, X., & Zhao, M. (2024). Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions. Digital Applications in Archaeology and Cultural Heritage, 33, e00367. https://doi.org/10.1016/j.daach.2024.e00367
López-Belmonte, J., Segura-Robles, A., Moreno-Guerrero, A. J., & Parra-González, M. E. (2022). Mobile game-based learning in cultural heritage education: A bibliometric analysis. Education + Training, 65(3), 345-362. https://doi.org/10.1108/ET-06-2022-0247
Masluh, M., & Rahmat, T. (2022). Determination of Learning Achievement Approach School Environment and Learning Motivation in Vocational High School. International Journal of Nusantara Islam, 10(1), 15-24.
Martínez-Borda, R., Herrero-Diz, P., & Sánchez-Castillo, S. (2023). The cultural impact of video games: A systematic review of the literature. Education Sciences, 13(11), 1116. https://doi.org/10.3390/educsci13111116
Mulyana, Y., & Lengkana, A. S. (2019). Permainan tradisional. Salam Insan Mulia.
Mystakidis, S., Berki, E., & Valtanen, J. P. (2024). Digital game-based heritage education: Analyzing the potential of heritage-based video games. Education Sciences, 14(4), 396. https://doi.org/10.3390/educsci14040396
Nugrahastuti, E., Pupitaningtyas, E., Puspitasari, M., & Salimi, M. (2016). Nilai-nilai karakter pada permainan tradisional. In Prosiding Seminar Nasional Inovasi Pendidikan.
Sisweda, A., Sahrani, S., & Susanto, R. (2020). Nilai pendidikan Islam dalam tradisi sedekah bumi (Studi kasus di Dusun Melati Desa Olak-Olak Kubu Kecamatan Kubu Kabupaten Kubu Raya Tahun 2019). Journal of Research and Thought on Islamic Education, 3(1). https://doi.org/10.24260/jrtie.v3i1.1707
Yang, L., Zhang, H., & Chen, M. (2025). A bibliometric insight into immersive technologies for cultural heritage preservation. npj Heritage Science. https://doi.org/10.1038/s40494-025-01704-z
Yoga, B. S., Santoso, D. A., & Setyaningsih, P. (2021). Ethnosport permainan tradisional gobak sodor. Jurnal Pendidikan Kesehatan Rekreasi, 7(2), 450-462.