Abstract-This paper presents the preliminary design of BatiKids, a game-based learning that designed to support young children to learn producing batik within the museum context. The game is intended to install in the Museum Batik Pekalongan in Indonesia, as one of the research fields of the study. The game will give children the opportunity to learn each step of the traditional technique, but also eliminate the complex problem during the long process and tight sequences of producing a piece of batik. In addition, this game will be a playful tool for young children and offer them some batik ornaments and great variations of color and shade without being a master in the complicated blending of successive layers of color.The method used in designing the game is participatory design including interviews, paper prototyping and usability tests. Results from this study are used to improve the game and to suggest directions for future works in this study.Index Terms-Batik, children, digital media, game-based learning, museum, software. I. INTRODUCTIONPlaying computer games is an extremely popular leisure activity for children now in digital era. Children are willing to devote considerable amounts of their time to play games. Based on the popularity and strong motivational effect of computer games among children, educators have started to consider how games can be used in educational settings [1].In a study conducted by the Teachers Evaluating Educational Multimedia (TEEM) organization [2], it was reported that the children rarely gained knowledge from the game content which was directly applicable to other areas of the curriculum. However, they did find some games useful as a stimulus to other creative activities, such as writing stories and drawing about popular game characters or scenarios. The teachers also valued the skills, which the children developed directly from playing the game, or indirectly from working in Manuscript received November 24, 2014; revised January 27, 2015 a group on a game-playing task.Aside from schools, educators also think that museums are also a promising place for children to learn, especially when it comes to art, cultural heritage, and history topics. Museums nowadays considered not only as for exhibiting art objects, which are most rare, most beautiful and most antique, but they have been involved in educational concerns. Millions of children a year go to museums whether to be entertained on a rainy day, or to learn about something they cannot have in school or at home. Somehow, children know that they can have fun in museum since museum has a special meaning for children.Meanwhile the interactive technology-enhanced museum experiences seem to be a recent development, they in fact have had a relatively long, rich history. Since the 1960s at the establishment of such science and technology museums as the Exploratorium in San Francisco, CA, children have been able to explore complex concepts with physically interactive experiences [3]. Today there are hundreds of these sorts of museums a...
Abstract. This paper presents the results of an exploratory study in which the authors investigated the impact of tangible interface used by children at the elementary school level. Exploration of the viability of graphics tablet and the pen tool was conducted by investigating the children's ease in acclimating to the technology and the effectiveness in engaging them to complete some tasks. Several children were invited to a workshop where they learned and played BatiKids, a game-based learning developed to support children in learning the process of making Indonesian hand-written batik. The qualitative analysis based on the notes and video recording taken on the field observational, and the responses to interview questions to the participants. The results show the main findings and discuss the design implications for a tangible interface in the context of BatiKids.
The printed invitation is commonly used in our community to invite others to special events. In Indonesian society, this has happened inviting someone from door-to-door by sending printed invitations. Due to rapid information technology development, we proposed a website-based online invitation platform, Invitin. In general, the Invitin project has three main actors, which are customer, customer service, and admin. The methodology that we used was based on the SDLC (Software Development Life Cycle) and applied Scrum framework. Implementing the Invitin project using Scrum helps to organize development tasks easier and provides other benefits in some cases. Thus, Scrum increases our team productivity to develop a high-quality dynamic website application.
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