Summary: | Cultural heritage shapes the self-identity of an individual and society. However, the
current younger generation is less interested in cultural heritage due to globalization
and social change. Serious games have great potential in disseminating knowledge of
cultural heritage. However, the development of serious games for intangible cultural
heritage is still limited because knowledge of intangible cultural heritage, especially
brassware craft, belongs to and is stored only in the memory of the practitioners.
Serious game design for existing intangible cultural heritage does not emphasize
resource and content design aspects for games. Hence, the development of games for
intangible cultural heritage should take into account the knowledge possesses by the
practitioners. Therefore, this study aims to develop a serious game model for
intangible cultural heritage based on ontological knowledge. The objectives of this
study are to design an Ontology Knowledge-Based Intangible Cultural Heritage
Serious Game Model (PS- Warisan Model), develop an intangible cultural heritage
knowledge base and validate the model through development and evaluation of
serious game prototype (PS-Tembaga Prototype). The methodology consists of the
model construction method, which involves the component analysis and model design
phases and the model validation, which includes the prototype development and the
evaluation phases. The component analysis phase involves literature review,
preliminary research and brassware craft knowledge acquisition. The model design
phase comprises the development of the model, the design of serious game and the
knowledge base using Ontology Development 101 (OD101) method. In the prototype
development phase, the model is implemented in the game prototype. The [mal phase
is the game prototype evaluation by target users. Results of the effectiveness
evaluation showed that the game prototype is effective in conveying knowledge to
players. The post-test scores increased by 52% compared to pre-test scores. Paired
Sample T- Test results showed that there is a significant difference between pre-post
test scores (p=O.OOO, 0.=0.05). The playability and usability evaluation indicates that
the prototype has good playability and usability. The results of the self-identity test
showed that the game could improve the self-identity of players. Overall, the
evaluation results indicate that the PS- Warisan Model can be used effectively in
designing and delivering game content. The PS-Warisan Model can be implemented
in the game design for other intangible cultural heritage. The contributions of this
study are the PS-Warisan Model, brassware craft knowledge base, game assets and
game interface design.
|