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DESIGNING A BOARD GAME USING WAYANG AESTHETICS AS A STRATEGY TO INTRODUCE PUNAKAWAN WAYANG FOR YOUNG GENERATION AGED 10-16

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dc.contributor.author Prawekas, Juwanyar Kemal
dc.date.accessioned 2026-01-23T04:12:56Z
dc.date.available 2026-01-23T04:12:56Z
dc.date.issued 2025
dc.identifier.uri http://repository.president.ac.id/xmlui/handle/123456789/13454
dc.description.abstract Globalization has shifted the interest of the younger generation from local culture to global trends. The interest in traditional Indonesian arts has declined, one of which is Wayang Punakawan. Wayang Punakawan consists of Semar, Gareng, Petruk, and Bagong, which have high philosophical and moral values but are less popular with the younger generation. The present study designed a board game carrying the aesthetics of Wayang Punakawan as an educational medium for the younger generation aged 10-16 years. In this research, a qualitative approach will be used, including observation and interviews with the target users to achieve a relevant and attractive design. This board game is designed to be an interactive, fun story with appealing illustrations as one medium to introduce the characters of Punakawan together with the cultural values in the culture. This research is expected to add to the understanding and interest of the young generation in Wayang Punakawan culture, at the same time contributing toward the preservation of Indonesian cultural heritage. The results of this research indicate that the board game is an effective medium for introducing the younger generation to Wayang Punakawan in a fun learning style, hence enhancing appreciation of traditional arts. The findings also establish that the inclusion of appealing game plays, educative content, and visual attraction in Punakawan Wayang-based games successfully interested the targeted clients. It improved the knowledge on Wayang Punakawan, developed cooperation, problem-solving abilities, and social interaction among the players, and was therefore quite effective for learning and entertainment. en_US
dc.language.iso en en_US
dc.publisher President University en_US
dc.relation.ispartofseries Visual Communication Design;013202100030
dc.subject Wayang Punakawan en_US
dc.subject board game design en_US
dc.subject cultural preservation en_US
dc.subject Punakawan aesthetics en_US
dc.subject cultural heritage en_US
dc.title DESIGNING A BOARD GAME USING WAYANG AESTHETICS AS A STRATEGY TO INTRODUCE PUNAKAWAN WAYANG FOR YOUNG GENERATION AGED 10-16 en_US
dc.type Thesis en_US


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