Traditional dance preservation model through mobile game design: a case study of Riau Malay persembahan dance
DOI:
https://doi.org/10.33153/dewaruci.v20i1.7084Keywords:
Cultural Preservation, Digital Game, Riau Malay , Persembahan Dance, Gamification, Interactive LearningAbstract
The rapid erosion of intangible cultural heritage, exemplified by the declining engagement of youth with the Riau Malay Persembahan Dance, poses an urgent challenge to the continuity of regional identity and values. This research responds by developing a mobile game designed to preserve and revitalize this traditional dance through digital media. The study employs a structured Research and Development (R&D) methodology integrated with the Game Development Life Cycle (GDLC), ensuring both scientific rigor and authentic cultural representation. Game design and development involved iterative prototyping, expert validation, and user testing, with data collected via structured surveys, interviews, and direct observation. The game was evaluated by 35 participants from diverse backgrounds, whose feedback demonstrated high levels of engagement and cultural appreciation. Statistical analysis using a chi-square test (X2=399.25, df=3, p<0.0001) confirmed overwhelmingly positive reception, with 85% of participants reporting increased interest in Riau Malay culture after gameplay. Despite limitations such as platform exclusivity and a narrow cultural focus, the results underscore the game’s effectiveness as an educational tool and its potential for broader implementation. This research contributes a replicable model for digital cultural preservation, demonstrating that interactive media can significantly enhance the transmission and appreciation of intangible heritage among younger generations.
Downloads
References
[1] M. Rahul, I. D. N. Supenida, and M. Zulfahmi, “Komposisi musik ‘titian muhibah’, terisnpirasi dari permainan melodi pendek lagu melayu makan sirih, dalam pendekatan garap world music,” Jurnal Musik Etnik Nusantara, vol. 3, no. 1, pp. 89–100, 2023.
[2] S. Syefriani and F. Kurniati, “Eksistensi Tari Persembahan Di Kumpulan Seni Seri Melayu Pada Masa Pandemi COVID-19,” KOBA, vol. 9, no. 1, pp. 37–51, 2022.
[3] P. Dwianggini and Martono, “The Symbolic Meaning, Educational Value of the Offering Dance in Natuna Regency, Riau Islands in the Semiotic Perspective of Roland Barthes,” IJMMU, vol. 11, no. 8, pp. 730–742, Aug. 2024, doi: http://dx.doi.org/10.18415/ijmmu.v11i8.6149.
[4] I. A. Nurjanah, “The Function of Persembahan Dance in Malay Weddings in Kampung Besar Seberang Village,” Avant-garde: Jurnal Ilmiah Pendidikan Seni Pertunjukan, vol. 1, no. 1, pp. 76–86, 2023.
[5] W. M. Wan Isa, N. A. Mat Zin, F. Rosdi, and H. Mohd Sarim, “Digital Preservation of Intangible Cultural Heritage,” IJEECS, vol. 12, no. 3, p. 1373, Dec. 2018, doi: 10.11591/ijeecs.v12.i3.pp1373-1379.
[6] S. Febriyani, H. Riadi, and W. Azman, “Malay Culture in Welcoming the Century of Artificial Intelligence Excellence,” 2025.
[7] S. A. Afandi, M. Afandi, R. Erdayani, and R. Lestari, “Mapping study: Analysis of the Riau vision 2025 research,” Int. J. on Social Sci, Econ and Art, vol. 12, no. 4, pp. 189–199, Feb. 2023, doi: 10.35335/ijosea.v12i4.120.
[8] S. Sutrisno, H. Faizah, E. Rahman, M. Jais, and R. E. Pohan, “Riau malay cultural character education in economic learning: bibliometric analysis,” ICMS, vol. 1, no. 1, pp. 9–20, Dec. 2023, doi: 10.33373/icms.v1i1.3.
[9] J. L. Plass, B. D. Homer, and C. K. Kinzer, “Foundations of Game-Based Learning,” Educational Psychologist, vol. 50, no. 4, pp. 258–283, Oct. 2015, doi: 10.1080/00461520.2015.1122533.
[10] M. Holly, S. Brettschuh, A. S. Tiwari, K. K. Bhagat, and J. Pirker, “Game-Based Motivation: Enhancing Learning with Achievements in a Customizable Virtual Reality Environment,” in 30th ACM Symposium on Virtual Reality Software and Technology, Trier Germany: ACM, Oct. 2024, pp. 1–11. doi: 10.1145/3641825.3687741.
[11] N. Kara, “A Mixed-Methods Study of Cultural Heritage Learning through Playing a Serious Game,” International Journal of Human–Computer Interaction, vol. 40, no. 6, pp. 1397–1408, Mar. 2024, doi: 10.1080/10447318.2022.2125627.
[12] R. Tan, B. Jiang, S. Liu, and J. Zhang, “Game Engine Technology in Cultural Heritage Digitization Application Prospect–Taking the Digital Cave of the Mogao Caves in China as an Example,” in Virtual, Augmented and Mixed Reality, vol. 14708, J. Y. C. Chen and G. Fragomeni, Eds., in Lecture Notes in Computer Science, vol. 14708. , Cham: Springer Nature Switzerland, 2024, pp. 170–188. doi: 10.1007/978-3-031-61047-9_11.
[13] Y. Wang and Q. Liu, “Effects of Game-Based Teaching on Primary Students’ Dance Learning: The Application of the Personal Active Choreographer,” International Journal of Game-Based Learning (IJGBL), vol. 10, no. 1, pp. 19–36, 2020.
[14] K. Sungkaew, P. Lungban, and S. Lamhya, “Game development software engineering: digital educational game promoting algorithmic thinking,” International Journal of Electrical and Computer Engineering (IJECE), vol. 12, no. 5, pp. 5393–5404, 2022.
[15] A. R. Bahtiar and M. A. Gustalika, “Penerapan Metode System Usability Scale dalam Pengujian Rancangan Mobile Apps Gamification Tari Rakyat di Indonesia,” Jurnal Media Informatika Budidarma, vol. 6, no. 1, pp. 491–499, 2022.
[16] D. Chiotaki, V. Poulopoulos, and K. Karpouzis, “Adaptive game-based learning in education: a systematic review,” Frontiers in Computer Science, vol. 5, p. 1062350, 2023.
[17] Q. J. Adrian, “Game edukasi pembelajaran matematika untuk anak SD kelas 1 dan 2 berbasis Android,” Jurnal Teknoinfo, vol. 13, no. 1, pp. 51–54, 2019.
[18] O. Okpatrioka, “Research and development (R&D) penelitian yang inovatif dalam pendidikan,” Dharma Acariya Nusantara: Jurnal Pendidikan, Bahasa dan Budaya, vol. 1, no. 1, pp. 86–100, 2023.
[19] A. Wahyudinata and H. B. Dirgantara, “Pengembangan Gim Edukasi 2D Pemilahan Sampah Daur Ulang Berbasis Android,” MATRIK: Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer, vol. 20, no. 1, pp. 129–138, 2020.
[20] F. Amin, M. Fhadli, A. Arief, and Y. Muin, “Dungeon Code: Educational Game For Algorithm and Data Structure Courses by Applying The Game Development Life Cycle Method,” 2023, Accessed: Feb. 10, 2025. [Online]. Available: https://www.techniumscience.com/index.php/technium/article/view/10060
[21] Z. Bahadoran, P. Mirmiran, and A. Ghasemi, “Biomedical Research: The Research Problem Matters,” Addict Health, vol. 17, p. 1542, Feb. 2025, doi: 10.34172/ahj.1542.
[22] K. S. Tekinbas and E. Zimmerman, Rules of play: Game design fundamentals. MIT press, 2003. Accessed: Feb. 10, 2025. [Online]. Available: https://books.google.com/books?hl=id&lr=&id=YrT4DwAAQBAJ&oi=fnd&pg=PR13&dq=Rules+of+Play:+Game+Design+Fundamentals&ots=fqSK6g5mpY&sig=0afgKfW1BetamtDd6bEa96UZU1Y
[23] J. Enstein, V. R. Bulu, and R. L. Nahak, “Pengembangan media pembelajaran game edukasi bilangan pangkat dan akar menggunakan Genially,” Jurnal Jendela Pendidikan, vol. 2, no. 01, pp. 101–109, 2022.
[24] F. Hachtmann, “Basic research,” in Encyclopedia of Sport Management, P. M. Pedersen, Ed., Edward Elgar Publishing, 2024, pp. 82–83. doi: 10.4337/9781035317189.ch48.
[25] T. Fullerton, Game Design Workshop-A Playcentric Approach to Creating Innovative Games. Elsevier, 2008. Accessed: Feb. 10, 2025. [Online]. Available: https://books.google.com/books?hl=id&lr=&id=OjIYWtqWxtAC&oi=fnd&pg=PP1&dq=Game+Design+Workshop%3B+A+Playcentric+Approach+to+Creating+Innovative+Games,&ots=AKD922ZXPV&sig=6xbLaS3rWO23xssIaoSOf3pJt0Q
[26] R. A. Krisdiawan, M. F. Rohmana, and A. Permana, “Pembuatan Game Runaway From Culik Dengan Algoritma Fuzzy Mamdani,” Buffer Informatika, vol. 6, no. 1, pp. 38–46, 2020.
[27] G. Vekinis, “Research and Development,” in Mastering Technology Transfer: From Invention to Innovation, in Studies on Entrepreneurship, Structural Change and Industrial Dynamics. , Cham: Springer Nature Switzerland, 2023, pp. 91–105. doi: 10.1007/978-3-031-44369-5_10.
[28] J. Novak, Game development essentials: an introduction. NOVY PUBLISHING, 2022. Accessed: Feb. 10, 2025. [Online]. Available: https://books.google.com/books?hl=id&lr=&id=8N0LEQAAQBAJ&oi=fnd&pg=PR2&dq=Game+Development+Essentials:+An+Introduction&ots=WF84g_Qrpb&sig=jcKQL2zg5U742UtQzxzUIr4m3kQ
[29] R. A. Krisdiawan, “Penerapan Model Pengembangan Gamegdlc (Game Development Life Cycle) Dalam Membangun Game Platform Berbasis Mobile,” Teknokom, vol. 2, no. 1, pp. 31–40, 2019.
[30] H. M. Chandler, The game production handbook. Jones & Bartlett Publishers, 2009. Accessed: Feb. 10, 2025. [Online]. Available: https://books.google.com/books?hl=id&lr=&id=laiOw5WkdEcC&oi=fnd&pg=PP2&dq=The+Game+Production+Handbook&ots=WiNA4GvQeC&sig=yIChtJ1UrreXUY0p9QEIG0JjtA0
[31] S. Wahyu, “Penerapan Metode Game Development Life Cycle Pada Pengembangan Aplikasi Game Pembelajaran Budi Pekerti,” SKANIKA: Sistem Komputer dan Teknik Informatika, vol. 5, no. 1, pp. 82–91, 2022.
[32] C. W. Totten, Architectural Approach to Level Design. CRC Press, 2019. Accessed: Feb. 10, 2025. [Online]. Available: https://books.google.com/books?hl=id&lr=&id=PQqWDwAAQBAJ&oi=fnd&pg=PP15&dq=An+Architectural+Approach+to+Level+Design&ots=YPufjjdpWc&sig=oCBkdgwgKAALA78qLJFBZdRO19Q
[33] R. Ramadiani et al., “The Development of Borneo Wildlife Game Platform,” IJACSA, vol. 12, no. 10, 2021, doi: 10.14569/IJACSA.2021.0121061.
[34] R. E. Sánchez, N. Zagalo, and S. C. Gómez, “Creative Process of Pre-production of Video Games: Multidisciplinary Model Approach of Historical Imaginary that Contributes to Generate Engagement,” in Interactivity and Game Creation, vol. 367, A. Brooks, E. I. Brooks, and D. Jonathan, Eds., in Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol. 367. , Cham: Springer International Publishing, 2021, pp. 198–211. doi: 10.1007/978-3-030-73426-8_11.
[35] A. Vickro, N. Safaat H, M. Irsyad, and P. Pizaini, “Perancangan Storyboard Pada Game Edukasi Kerajaan Siak Sri Indrapura dengan Genre RPG Menggunakan Metode Balanced design,” Jurnal Pendidikan dan Teknologi Indonesia, vol. 3, no. 1, pp. 13–24, Jan. 2023, doi: 10.52436/1.jpti.266.
[36] V. Wattanasoontorn, M. Theppaitoon, and A. Bernik, “A Classification of Visual Style for 3D Games,” in 2019 23rd International Computer Science and Engineering Conference (ICSEC), Phuket, Thailand: IEEE, Oct. 2019, pp. 12–17. doi: 10.1109/ICSEC47112.2019.8974729.
[37] D. P. Kristiadi, F. Sudarto, D. Sugiarto, R. Sambera, H. L. H. S. Warnars, and K. Hashimoto, “Game Development with Scrum methodology,” in 2019 International Congress on Applied Information Technology (AIT), Yogyakarta, Indonesia: IEEE, Nov. 2019, pp. 1–6. doi: 10.1109/AIT49014.2019.9144963.
[38] R. Coppola, T. Fulcini, S. Manzi, and F. Strada, “How to Measure Game Testing: a Survey of Coverage Metrics,” in Proceedings of the ACM/IEEE 8th International Workshop on Games and Software Engineering, Lisbon Portugal: ACM, Apr. 2024, pp. 15–19. doi: 10.1145/3643658.3643920.
[39] M. L. Ohlms and K. G. Melchers, “Are Games Always Fun and Fair? A Comparison of Reactions to Different Game‐Based Assessments,” Int J Selection Assessment, vol. 33, no. 1, p. e12520, Feb. 2025, doi: 10.1111/ijsa.12520.
Published
Issue
Section
License
Copyright (c) 2025 Panji Rachmat Setiawan, Syefriani Syefriani, Maizatul Hayati Mohamad Yatim, Rizky Wandri

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Authors who publish in Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni agree to the following terms:
- Authors retain copyright and grant the Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC BY-SA 4.0) that allows others to share (copy and redistribute the material in any medium or format) and adapt (remix, transform, and build upon the material) the work for any purpose, even commercially with an acknowledgment of the work's authorship and initial publication in Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
This work is licensed under a Creative Commons Attribution 4.0 International License