Prabu Bhennika: Literasi Pendidikan Dan Budaya Endemik Nusantara Kecerdasan Game Based Learning Daerah Episentrum Budaya

Authors

  • Minir Minir Sekolah Menengah Kejuruan Maharati
  • Aris Dianto Sekolah Menengah Kejuruan Maharati
  • Dhia Zulfiqar Sekolah Menengah Kejuruan Maharati

DOI:

https://doi.org/10.69812/jpn.v2i4.206

Keywords:

teknologi, prabu bhennika, game

Abstract

Pergeseran hiburan anak dari permainan tradisional ke digital mempercepat degradasi kultural dan melemahkan transmisi nilai lokal. Kegiatan pengabdian ini bertujuan mengembangkan dan mengimplementasikan aplikasi PRABU BHENNIKA (Permainan Tradisional Budaya Nusantara) sebagai media game-based learning untuk meningkatkan literasi budaya dan karakter pelajar. Metode pelaksanaan meliputi perancangan fitur, kurasi konten permainan dan cerita rakyat, peluncuran aplikasi, sosialisasi di sekolah dan komunitas, pelatihan penggunaan bagi guru serta peserta didik, pendampingan penggunaan terarah, dan evaluasi formatif. Evaluasi dilakukan melalui analisis log aplikasi (frekuensi akses, penyelesaian Mission Map, skor TTS Budaya dan Ayo Quiz) serta kuesioner singkat dan diskusi kelompok untuk menangkap perubahan pengetahuan, minat, dan pengalaman pengguna. Hasil pelaksanaan menunjukkan aplikasi berjalan fungsional dan menarik dengan fitur TTS Budaya, Battle Game, Ayo Tonton, Ayo Quiz, peta misi, serta sistem apresiasi yang mendorong keterlibatan aktif. Indikator kuantitatif dari skor kuis dan progres misi memperlihatkan peningkatan pemahaman materi budaya setelah pelatihan, sedangkan umpan balik kualitatif menegaskan bertambahnya rasa ingin tahu dan kebanggaan terhadap budaya Nusantara. Program juga menerapkan tata kelola etis melalui persetujuan terstruktur bagi pengguna anak, moderasi konten, pembatas durasi, minimisasi data, dan enkripsi. Implementasi dikelola SMK Maharati bersama pemerintah, akademisi, masyarakat, dan media untuk menjamin keberlanjutan program, integrasi ke pembelajaran, serta pembaruan konten berbasis umpan balik agar relevan di berbagai daerah. Disimpulkan bahwa PRABU BHENNIKA layak dijadikan model penguatan literasi budaya digital berbasis kolaborasi pentahelix dan berpotensi direplikasi untuk pelestarian budaya jangka panjang.

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Published

30-12-2025

How to Cite

Minir, M., Dianto, A., & Zulfiqar, D. (2025). Prabu Bhennika: Literasi Pendidikan Dan Budaya Endemik Nusantara Kecerdasan Game Based Learning Daerah Episentrum Budaya. Jurnal Pengabdian Negeri, 2(4), 218–231. https://doi.org/10.69812/jpn.v2i4.206