CENDANA, NASTASSJA (2020) Board Game Tech Invasion dengan Tema Cerita Rakyat Indonesia. S1 thesis, Univesitas Mercu Buana Jakarta.
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Abstract
Along with the improvement of technology and cultural transformation towards modern life and changes in globalization, cultural heritage and traditional values of society oppose its existence, one of which is folklore. At present, the younger generation curiosity about folklore is very minimum because of there is no media publication of folklore that is interesting for the younger generation. One of the publication media that can be developed for the younger generation is the publication media that outlined in the form of games. Nowadays, many games are made for publication media or learning media for its users. One of the most popular games for publication and learning media today is board game. Keywords: Traditional Assets, Folklore, Games, Board Games, Education, Publication Media, Learning Media Seiring dengan peningkatan teknologi dan transformasi budaya ke arah kehidupan modern serta pengaruh globalisasi, warisan budaya dan nilai-nilai tradisional masyarakat menghadapi tantangan terhadap eksistensinya, salah satunya adalah cerita rakyat. Saat ini, generasi muda memiliki rasa ingin tahu akan cerita rakyat yang minim karena kurangnya media publikasi cerita rakyat yang cukup menarik bagi generasi muda. Salah satu media publikasi yang dapat dikembangkan bagi generasi muda adalah media pubilikasi yang dituangkan dalam bentuk permainan. Zaman sekarang ini, banyak permainan yang dijadikan media publikasi maupun media pembelajaran bagi para penggunanya. Salah satu permainan yang banyak diminati sebagai media publikasi dan pembelajaran saat ini adalah board game atau permainan papan. Keywords: Aset Tradisional, Cerita Rakyat, Game, Board Game, Edukasi, Media Publikasi, Media Pembelajaran
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