Dewi Khairani
Faculty of Science and Technology, Universitas Islam Negeri Syarif Hidayatullah Jakarta, Indonesia

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Batik Quest: An Educational Role-Playing Game for Learning Indonesian Batik and Supporting Sustainable Cultural Heritage Preservation Dewi Khairani; Arna Muhammad Rasyid; Nashrul Hakiem; Lisa Wiyartanti
The Journal of Indonesia Sustainable Development Planning Vol 7 No 2 (2026): August
Publisher : Pusbindiklatren Bappenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46456/jisdep.v7i2.1123

Abstract

Young people commonly wear batik, but this does not always mean they recognize its traditional motifs or understand the meanings. This concern led to Batik Quest, an offline Android RPG that introduces nine traditional motifs as players follow quests, solve puzzles, explore the setting, and talk with characters. Development followed the Game Development Life Cycle (GDLC). Evaluation included black-box testing, User Acceptance Testing (UAT) with 35 participants, and a preliminary pre-test/post-test exercise with a different group of five. Overall UAT results were 86.60%, indicating that participants responded positively to the gameplay, usability, and educational content. In the preliminary knowledge assessment, the mean score increased from 3.00 to 7.00 out of nine immediately after gameplay. With only five participants in that assessment, the increase offers an early sign of educational potential, not proof that the game is effective. These results suggest that a mobile game may be a useful, accessible medium for learning about batik. In sustainable-development terms, the study relates most directly to education and cultural heritage preservation. Economic and consumption-related effects were not examined here.