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Trend Genre Mobile Apps Contents

Sundanese Folklore

Dicky Hidayat1, Riky Taufik Afif 2, Mohd. Asyiek Bin Mat Desa3

1
Program Studi S1 Desain Komunikasi Visual, Fakultas Industri Kreatif, Universitas Telkom
2
Program Studi S1 Desain Komunikasi Visual, Fakultas Industri Kreatif, Universitas Telkom
3
Pusat Pengkajian Seni, Universiti Sains Malaysia

Abstract. Trends in the development of car applications continue to develop


along with technological developments. In this study explained a trend in
which the development of mobile applications with Sundanese culture
folklore genre. Folklor is a folk art that can be in the form of songs, music,
legendary stories, humorous stories and develops from oral to oral not in
writing. The research method used is a qualitative method of content analysis
that emphasizes content analysis about the development trends of the
Sundanese folklor genre. It can be concluded that Sundanese folklore as a
culture that is conservative and technology that is innovative can be integrated
with each other in mobile applications. The form can be in the form of games
or educational applications. Thus, the current trend where the majority of
people already hold and use smartphones in their daily lives. This becomes a
separate opportunity when offered in the form of a mobile application for a
game or an educational genre on their smartphone.

Keywords: mobile, applications, sunda, folklor

1. INTRODUCTION
Generally, people know the form of folklore usually only in the story. Folklore is
defined as regional folklore which can be taken lessons or lessons learned therein. In
fact, folklore is more than just a folklore but has broad meaning as folk art. Especially in
Sundanese folklore culture has an important position and role as an ambassador of
Sundanese culture in the form of folk literature. Folklore can be interpreted as literature
in the form of unwritten stories but spread from word of mouth in the midst of society.
The term folklore itself is taken from the English term folklore. Folk which has a
collective meaning and lore means a collective tradition that can be concluded by
folklore is a cultural tradition handed down [1].

Folklore is the body of expressive culture, including tales, music, dance, legends, oral
history, proverbs, joker, popular beliefs, customs, and so within a particular population
comprising the traditions (including oral traditions) of that culture, subculture, or group.
It is also the set of practices through which those expressive genres are shared [2]. From
the description above it can be concluded that folklore has a broad scope covering
aspects of cultural expression such as dance, music, humorous stories and legends,
lalaguan or kakawihan barudak.

The industrialization of technology is now making a lot of innovation in the midst of


society. the increasing number of smartphone users because it provides a lot of
convenience. One product of this technological innovation is a mobile application.
Mobile applications are software that runs on mobile devices such as smartphones or
tablet PC. Mobile Application also known as an application that can be downloaded and
has certain functions that increase the functionality of the mobile device itself [3].

Become an interesting educational method when the values of Sundanese folklore


culture are conveyed through mobile application media in the form of games, animation
and other digital products. Can be interpreted, preserving the existence of Sundanese
culture with technology intermediaries. For example using a mobile game application,
this can be categorized as an educational game / game education is a fun activity that
can be a tool or a way with the aim to educate [4]. Mobile games are also the same as
video games, but are played on mobile devices. This video game game will provide an
interesting social experience, cognitive and emotional. Which can improve mental or
mental health in children and adolescents. Video games can also make them feel more
prosperous [5]. So it can be concluded that culture that carries traditional values and
technology that carries a breath of innovation can be integrated to bring an educational
value to the community.

2. RESEARCH’S METHODS
This study uses a qualitative method of content analysis which is a method that
examines documents in the form of a general category of meaning. Researchers can
analyze a variety of documents, from personal papers (letters, psychiatric reports) to
history [6]. The content analysis method is basically a systemic technique for analyzing
the contents of messages and processing messages, or a tool for observing and analyzing
the contents of open communication behavior from the chosen communicator [6].
Another understanding according to Berelson (1952), which was then followed by
Kerlinger (1986), content analysis is defined as a method for studying and analyzing
communication systemically, objectively, and quantitatively against messages that
appear [7]. This study examines Sundanese folklore culture and integration with
technological innovations changing mobile applications with Sundanese folklore trends.

3. RESULTS AND DISSCUSSIONS


a. Result

Over time the development of the technology industry and the times, there is a
phenomenon where people begin to forget the language and culture of their
own regions. people often ignore their mother tongue or their respective
regions, including Sundanese culture. Only about 40% of West Javanese
children know and are able to speak Sundanese [8]. Mobile applications in the
form of games can be an effective Sundanese folklore cultural education media
because in addition to functioning as an educational medium it also functions
as a medium for seeking pleasure and entertainment. Game or game is a way of
learning by analyzing a group of players and individuals using rational
strategies [9].

Fig. 1. Example of cultural education through a mobile application


(Source. Google Play Store, Marbel Budaya Nusantara, 2020)

Sundanese folklore education media with mobile applications are seen as very
effective. Learning media with mobile applications or M-learning can also
deliver Sundanese cultural values more efficiently. Mobile Learning has the
same meaning as e-learning, only mobile learning can only be accessed with
mobile devices. M-Learning has the following advantages:

1. Portability means the device is more portable.


2. Supports learning because the younger generation is more familiar with
devices such as tablets than conventional learning methods.
3. Increase the motivation of ownership of the device and can also increase the
commitment to use and learn it.
4. Broader reach because its use reaches all levels of society.
5. Timely learning enhances learning as needed [10].

The results of a trend where cultures that are considered conservative and
technology that are considered as innovations can be integrated with one
another in a learning medium that creates current trends about the concept of an
introduction to Sundanese folklore cultural values.

b. Discussions

Mobile application game is certainly made for a purpose even though it has a
purpose for fun. Especially if the game in question brings educational value.
Educational Games are games that are designed with the specific purpose of
teaching users about something. Can develop concepts, understand and guide
and train user abilities. Besides this game must also be able to provide
motivation to users to continue playing it [11].

Sundanese folklore with its identity as folk art, in which there are songs,
rhymes, legend stories become an ideal genre when the effort to preserve them
instead uses the results of technological innovations that are trending and
widely used by the community, namely mobile applications. The form can be
in the form of games or educational applications.

4. CONCLUSIONS
Although, culture plays its role as guardian of community identity which is in fact a
conservative culture and technology in this case in the form of a mobile application
game that is more innovative in nature it can be seen that they can integrate with each
other by becoming educational media and creating Sundanese folklore mobile
application trends.

According to Andang Ismail, the game has two meanings, namely:


1. The game is a pure play activity that aims to find pleasure not to win and lose.
2. The game is a play activity to look for fun but there are wins and losses [12].
Mobile applications will be an effective media because the majority of Indonesian
people already hold smartphones. Noted on gs.statcounter.com android smartphone
users in Indonesia in 2015 alone reached 68.75% [13].
Being a separate opportunity when many people use smartphones there is an opportunity
to maximize their use in things that can contribute to preserving Sundanese folklore
culture.
6. ACKNOWLEDGEMENTS
The research team would like to say thank you to all those who helped carry out this
research. Particularly for Visual Communication Design Study Program, Telkom
University. Hopefully this research can be useful for many people who like and study
culture in relation to design and creative industries.

6. REFERENCES:
[1] Danandjaja, James. (2007). Folklor Indonesia, Ilmu Gosip, Dongeng, dan
Iainlain. Jakarta: Grafiti.
[2] Usman Supendi. 2008. Folklore Jawa Barat. Artikel. Tidak Diterbitkan
[3] Irsan, Muhammad. 2020. Rancang Bangun Aplikasi Mobile Notifikasi
Berbasis Android Untuk Mendukung Kinerja Di Instansi Pemerintahan.
Program Studi Teknik Informatika Fakultas Teknik Universitas Tanjungpura.
[4] Ismail Andang. 2009.Education Games.Yogyakarta: Pro U Media.
[5] Garnic, I., Adam Lobel, & Rutger C. M. E. Engels. (2014). The Benefits of
Playing Video Games. Jurnal American Psycologist: Vol. 69, No 1, 66-78, 28
Maret 2015.
[6] Budd Richard, Atal, 1967. Content Analysis of Communication. New York:
The Mac Millan Company.
[7] Wimer, Roger, D & Dominic, Josep, R. 2000. Mass Media Research. Six
Edition, New York: Wadsworth Publishing Company.
[8] http://www.antaranews.com/berita/392249/bahasasunda-terus-tergerus
diakses pada 01 Agustus 2020 pukul 22.30
[9] Leyton-Brown, K. dan Shoham, Y. 2008. Essentials of Games Theory. United
States of America: Morgan & Claypool.
[10] Andy, Yonatan. (2007).Perancangan dan Implementasi Mobile Learning
untuk Pembelajaran Bahasa Jepang Berbasis Brew. Bandung: STEI ITB
[11] Hurd, Daniel dan Jenuings, Erin. (2009).Standardized Educational Games
Ratings:Suggested Criteria. Karya Tulis Ilmiah.
[12] Ismail Andang. 2009.Education Games.Yogyakarta: Pro U Media.
[13] http://gs.statcounter.com/#mobile+tablet+consoleos-ID-yearly-2015-2015-bar
diakses pada 01 Agustus 2020 pukul 22.30

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