Freddy Hendrawan
Program Studi Magister Desain, Institut Desain dan Bisnis Bali

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“Keraton’s Culinary”: Strategi Edukasi Budaya Melalui Board Game Augmented Reality Bagi Gen Z Yogyakarta Romario Santana; Freddy Hendrawan; Ni Made Emmi Nutrisia Dewi; Ramanda Dimas Surya Dinata
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 3 (2025): Besaung: Agustus-November
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i3.5931

Abstract

The rapid development of technology and intense exchange of information has caused the younger generation to be easily influenced by outside cultures. This has resulted in the traditional food of Kraton Yogyakarta, which is full of philosophy and deep cultural values, is threatened to be forgotten by the current generation, especially Generation Z in Yogyakarta. The purpose of this research and design is to focus on efforts to preserve traditional food through board game media integrated with Augmented Reality technology to educate the importance of traditional cuisine as a regional cultural identity. The design method uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model, which consists of needs analysis, game conceptual design, prototype development, trial implementation, and effectiveness evaluation. This method was chosen because it provides a systematic structure in designing an effective gaming experience. The results of the study indicate that there is a crisis of knowledge regarding traditional culinary culture among Generation Z in Yogyakarta, caused by a lack of media that presents such content in a visually appealing and technologically relevant manner. The design results show that board games with Augmented Reality technology can create an interactive and immersive educational experience and increase Generation Z's understanding of the food philosophy of the Yogyakarta Palace. This research and design is expected to contribute to the development of interactive, immersive, and sustainable educational media.
Representasi Simbolik Rejang Inyeng Melalui Film Dokumenter di Desa Adat Tiyingan Kabupaten Badung: Indonesia I Putu Sukadana; I Putu Gede Suyoga; Ramanda Dimas Surya Dinata; Freddy Hendrawan
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 3 (2025): Besaung: Agustus-November
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i3.5940

Abstract

Rejang Inyeng  is a sacred dance preserved in Tiyingan Village, Petang District, Badung Regency. Performed by young girls before menstruation during the Purnama Kapat and Purnama Kedasa ceremonies, the dance functions as a ritual to welcome deities. However, its continuity faces challenges due to limited academic documentation and a hiatus during the pandemic. This study aims to represent the symbolic meaning of Rejang Inyeng  through documentary film as a cultural preservation strategy. The research employed a qualitative approach by combining Ferdinand de Saussure’s semiotics, visual ethnography, and the Save the Cat narrative model. Data were collected through observation, interviews, questionnaires, literature studies, and documentation, while information tracing was guided by the concept of Catur Guru and the Glass Box method. Analysis was conducted by linking signifiers, such as dance movements and performers, with signifieds such as purity, sanctity, and cultural regeneration, further deepened through the concept of Dasa Aksara. The findings indicate that the documentary effectively represents the symbolism of Rejang Inyeng  in a communicative way, serving not only as a visual archive but also as an educational and cultural transmission medium. The novelty of this research lies in the integration of Saussurean semiotics with Dasa Aksara, the application of Catur Guru in data exploration, and the adaptation of Save the Cat within a sacred documentary.