JELITA: GAMIFICATION OF CULTURE PRESERVATION THROUGH OPTIMIZATION OF TWITTER PLATFORM IN X-Class SHS STUDENTS

Penulis

  • Ni Kadek Silvia Ingram Suputri
  • Ni Putu Diah Candra Wangi
  • Luh Erna Mariyantini

Abstrak

Indonesia is a country with many cultures, one of which is local culture.
Local culture is a culture that continues to evolve and continues to be preserved
today by people who adhere to a particular tribe. Indonesians generally have a
variety of cultures. A period of rapid technological development led to
deteriorating cultural preservation. Therefore, researchers are looking for the
right solution by lifting the title JELITA: Gamification Nusantara Travel through
the Optimization of Twitter Platform in Conservation of Global Nusantara
Culture. This research aims to explore how gamification elements, such as
challenges, rewards, and collaboration can increase user involvement in
understanding and appreciating the diversity of Indonesian culture. The methods
used in this study are qualitative descriptive methods and quantitative methods.
Data retrieval was obtained through pre-test and post-test experiments
with the control group through interviews and questionnaires. The sample of 30
people was divided into 2 groups of 15 people each, after which the sample was
invited to conduct a pre-test. The researchers prepared an experimental group
that would later be invited to play in the elite community of travelers. In the final
result, both groups will perform another quiz (Post-test). In the quiz results, the
post-test experimental group had a quick difference in value compared to the
control group without treatment. The results of this study show that the application
of gamification to social media platforms such as Twitter can increase user
involvement in Nusantara cultural education. Gamification elements such as
cultural challenges, point systems, and awards attracted the attention of
audiences, encouraging respondents to actively participate in various educational
activities focused on cultural knowledge.
Keywords: Gamification, Culture, Twitter, Qualitative, Quantitative

Unduhan

Diterbitkan

2025-03-08