Development: A prototype of the Javanese Kigfun Sports Game to Introduce Shadow Puppet to Teenagers

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Antonius Tri Wibowo, Yustinus Sukarmin, Sugeng Purwanto, Yulius Agung Saputro, Aneng Kiswantoro

Abstract

The background of this research is to develop sports game products based on Javanese shadow puppets by including   Mahabarata stories to introduce shadow puppets to teenagers. This research method is research and development (R&D). This study used a survey approach validation assessment from six experts in the field of sports games, experts in the field of shadow puppets, and experts in the field of graphic design. Validation using Delphi techniques and data analysis using Aiken's V content validity coefficient. Instrument seven questions using a Likert scale with a score range of 1-5. The results of this study are in the form of quantitative and qualitative data. The quantitative data contains the results of expert validation, S1:0.83, S2:0.95, S3:0.87, S4:0.95, S5:0.91, S6:0.95, S7:1 from the seven instrument questions in the excellent category. Qualitative data in the form of input from experts regarding improvements to the rules for the number of players, the amount of time, playing clothes, the color of the Pandawa characters, the size of the playing field, and the size of the ball. This research resulted in a prototype sports game named J-KIG (Javanese Kigfun Game), which combines sports games of Football and softball with puppet characters with Ramayana stories, including Pandava, Kurawa, Krisna, Semar, and Gunungan or Kayon.  Furthermore, this prototype can be used for further research.

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