Gamifying Timun Mas: perceptions of a digital game for learning Javanese language and culture among elementary school students

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Muzakki Bashori, Rahma Danisa Eka Safitri, Yan Amal Abdilah, Galih Cahya Pratama, Meddiati Fajri Putri

2026 Learning: Research and Practice Article Cited by 0

Abstract

Javanese language and culture face increasing pressure in the digital era, as younger generations engage more with global content, weakening connections to local heritage. To address this, we developed The Adventure of Timun Mas, a digital game based on Javanese folklore to support cultural learning through interactive gameplay. A mixed-methods pilot study with 26 elementary students in Central Java, Indonesia, evaluated user experience and post-game perceptions of Javanese language and culture. Results showed a positive user experience, with students finding the game engaging and usable, alongside moderately favorable cultural perceptions after gameplay. Qualitative findings confirmed enjoyment and curiosity. These preliminary results suggest potential for cultural preservation, though future research should assess actual gains in language skills and cultural knowledge. © 2026 Informa UK Limited, trading as Taylor & Francis Group.

Affiliations

Faculty of Social and Political Sciences, Semarang State University, Semarang, Indonesia; Elementary School Teacher Education, Sultan Agung Islamic University, Semarang, Indonesia; Faculty of Engineering, Semarang State University, Semarang, Indonesia