REVITALISASI PERMAINAN DAM-DAMAN PADA TAMAN KOTA DENGAN UNSUR SEJARAH KONFLIK ANTARA KESULTANAN CIREBON DAN KERAJAAN SUMEDANG LARANG

  • Afifah Muminah Universitas Pendidikan Indonesia
  • Vania Dwi A. S. Universitas Indonesia
  • Asri Rosalina Institut Teknologi Bandung
  • Erri Fajarriny Institut Teknologi Bandung
  • Nadia Institut Teknologi Bandung
Abstract views: 5 , PDF downloads: 1
Keywords: revitalization, traditional games, transformation of tradition, dam-daman

Abstract

Children love to play, but with the rapid development of information technology there has been a change in the way children play. From playing directly and socializing with friends, to playing through gadgets. This makes children gradually lose their skills in socializing and playing with their friends. Dam-daman is a traditional game that has begun to be less known in the community. Researchers revitalized the game of checkers as a form of play that motivates children to play outside and socialize. The research was conducted by implementing the ATUMICS method. The transformation of the checkers game tradition is carried out by identifying using the ATUMICS table. Thus, the design of checkers games in public spaces is produced that allows children to interact and can motivate other visitors to public spaces, not only children. Thus, the dam-daman game can be preserved and also the content about its history is known by the public.

Downloads

Download data is not yet available.

References

Girsang, M. B., & H, R. (2021). DESAIN PERMAINAN 3D PUZZLE DENGAN BENTUK HEWAN KHAS KALIMANTAN. Jurnal Kreatif: Desain Produk Industri Dan Arsitektur, 9(1), 44-51. doi:https://doi.org/10.46964/JKDPIA.V9I1.148

Gottman, J., Gonso, J., & Rasmussen, B. (1975). Social Interaction, Social Competence, and Friendship in Children. Child Development, 46(3). doi:https://doi.org/10.2307/1128569

Hartono, S. (2011). Batik Pesisir Pusaka Indonesia. Jakarta: Kepustakaan Populer Gramedia.

Mahdar, A. M. (2008). Pakarang Sumedang Larang”: Kajian Estetik, Fungsi dan Makna Simbolik Desain Senjata Tradisional Peninggalan. Bandung: Institut Teknologi Bandung.

Nugraha, A. (2012). Transforming tradition: A method for maintaining tradition in craft and design context: Aalto University.

Nurhidayat, M., & Herlambang, Y. (2018). Visual Analysis of Ornament Kereta Paksi Naga Liman Cirebon. Bandung Creative Movement (BCM) Journal, 4(2).

Papanek, V. (1985). Design For The Real World. In Design for the real world (Issue March).

Ramlan, A., & Bahalwan, H. (2021). DESAIN PERMAINAN PAPAN UNTUK MENGENAL RUMAH DAN PAKAIAN ADAT PADA ANAK PRASEKOLAH. Jurnal Kreatif : Desain Produk Industri dan Arsitektur, 9(1), 24-35. doi:https://doi.org/10.46964/JKDPIA.V8I2.145

Sapto, Y. H., Suci, A., & Ratih, P. (2019). Pengembangan Permainan Papan (Board Game) Edukatif Sebagai Media Promosi Kesehatan Gigi dan Mulut pada Anak Usia Sekolah. Sport Science and Health I, 1(2). Retrieved from http://journal2.um.ac.id/index.php/jfik/indexhttp://fik.um.ac.id/

Sofiyawati, N. (2018). Kajian Estetik Kereta Kencana Singaborang dan Paksi Naga Liman Kerajaan Cirebon. Bandung: Institut Teknologi Bandung.

Sumardjo, J. (2006). (Estetika Paradoks: Sunan Ambu.

Syukur, A. (2019). Wawancara dengan Pengelola Museum Prabu Geusan Ulun.

Tjandrasasmita, U. (2009). Arkeologi Islam Nusantara. Jakarta: Kepustakaan Populer Gramedia.

Published
2025-03-24
How to Cite
Muminah, A., A. S. , V. D., Rosalina, A., Fajarriny, E., & Nadia. (2025). REVITALISASI PERMAINAN DAM-DAMAN PADA TAMAN KOTA DENGAN UNSUR SEJARAH KONFLIK ANTARA KESULTANAN CIREBON DAN KERAJAAN SUMEDANG LARANG . Jurnal Kreatif : Desain Produk Industri Dan Arsitektur, 13(01), 12. https://doi.org/10.46964/jkdpia.v13i01.1322