Fostering the Character of Love for the Country Through Traditional Games: A Character Education Case Study in Indonesia

Authors

  • Zulela M.S. Universitas Islam Sultan Agung
  • Vina Iasha SD Negeri Pondok Bambu 06 Jakarta

DOI:

https://doi.org/10.37366/jpgsd.v5i2.5211

Keywords:

Traditional games, Character education, Love of the homeland, Local culture, Local wisdom, patriotism education

Abstract

Traditional games are a vital cultural heritage with significant educational value for character education. This study examines their role in fostering a love-for-homeland character among Indonesian children. Employing a qualitative approach, data were collected through observations of school activities, semi-structured interviews with teachers, parents, and students, and document analysis. The findings reveal that games like gobak sodor and congklak instill values such as cooperation, responsibility, and respect for local culture, while enhancing children's understanding of national identity. However, challenges such as limited school time and children’s preference for digital games hinder their application. To address these issues, the study proposes incorporating traditional games into extracurricular programs, using interactive teaching strategies, and fostering community involvement to sustain cultural practices. This research concludes that traditional games serve as an effective medium for character education, emphasizing their potential in cultivating patriotism and preserving cultural heritage.

Author Biography

Zulela M.S., Universitas Islam Sultan Agung

Department of Basic Education

References

Alam, M. K. (2021). A systematic qualitative case study: Questions, data collection, NVivo analysis and saturation. Qualitative Research in Organizations and Management: An International Journal, 16(1), 1–31.

Anatasya, E., Rafifah, T., Rustini, T., & Wahyuningsih, Y. (2023). Implementasi Pendidikan Berbasis Permainan Tradisional dalam Membentuk Karakter Anak di Sekolah Dasar. Journal on Education, 5(3), 6063–6072. https://doi.org/10.31004/joe.v5i3.1372

Anggraeni, L., Affandi, I., Wahyudin, D., Paramitha, S. T., & Ramadhan, M. G. (2022). Optimization of the Board Game as a Platform for the Concept of Peace Education: A Survey Method Study. International Journal of Education in Mathematics, Science and Technology, 10(2), 494–511. https://doi.org/10.46328/ijemst.2292

Astuti, W., & Thohir, M. A. (2024). Mengintegrasikan Permainan Tradisional dalam Kurikulum Sekolah Dasar: Pendekatan Filosofis untuk Pendidikan Karakter. Journal of Innovation and Teacher Professionalism, 3(1), 218–225. https://doi.org/10.17977/um084v3i12025p218-225

Bandura, A. (1977). Social learning theory. Englewood Cliffs.

Baroroh, E. Z., Faizah, A., & Awwaliyah, D. Z. (2022). Pengaruh Permainan Tradisional Terhadap Interaksi Sosial Anak. Jurnal Ilmu Sosial Humaniora Indonesia, 2(2). http://dx.doi.org/10.52436/1.jishi.39

Dewantara, K. S. A., & Wahyuni, L. (2024). The Influence of Character Development in the Era Digital for Students. International Journal of Students Education, 1(2), 501–505. https://doi.org/10.62966/ijose.v1i2.510

Fatmawati, E. (2021). Strategies to grow a proud attitude towards Indonesian cultural diversity. Linguistics and Culture Review, 5(S1), 810–820. https://doi.org/10.21744/lingcure.v5nS1.1465

Gardner, H. E. (2011). Frames of mind: The theory of multiple intelligences. Basic books.

Herskovits, M. J. (1949). Man and his works; the science of cultural anthropology.

Hidayati, N. N. (2020). Indonesian traditional games: A way to implant character education on children and preserve Indonesian local wisdom. Istawa: Jurnal Pendidikan Islam, 5(1), 81–101. http://dx.doi.org/10.24269/ijpi.v5i1.2475

Iasha, V., Japar, M., Maksum, A., Yanty Siregar, Y. E., Setiawan, B., & Andayani, A. (2022). Increasing students’ culture literacy using virtual reality field trip model: Need analysis. Cypriot Journal of Educational Sciences, 17(9), 3263–3276. Scopus. https://doi.org/10.18844/cjes.v17i9.8002

Kadir, S. S., Haryanto, A. I., Ramadan, G., Fataha, I., Samin, G., & Gani, A. A. (2021). Peran Permainan Tradisional untuk Melestarikan Kearifan Lokal. Jurnal Sibermas (Sinergi Pemberdayaan Masyarakat), 10(3), 560–569. https://doi.org/10.37905/sibermas.v10i3.11412

Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. FT press.

Litwack, M. (2021). Extensions after Man: Race, Counter/insurgency and the Futures of Media Theory. Media, Culture & Society, 43(7), 1350–1363. https://doi.org/10.1177/0163443721994532

Maghfiroh, Y. (2020). Peran Permainan Tradisional dalam Membentuk Karakter Anak Usia 4-6 Tahun. Jurnal Pendidikan Anak, 6(1), 1–9. http://dx.doi.org/10.23960/jpa.v6n1.20861

Meter, W., & Setiawan, B. (2023). Professional Educator in the Era of Society 5.0: Primary Education Alumni Competence. Journal of Higher Education Theory and Practice, 23(10), 6–16. Scopus. https://doi.org/10.33423/jhetp.v23i10.6177

Priya, A. (2021). Case Study Methodology of Qualitative Research: Key Attributes and Navigating the Conundrums in Its Application. Sociological Bulletin, 70(1), 94–110. https://doi.org/10.1177/0038022920970318

Rut, N., Gaol, R. L., Abi, A. R., & Silaban, P. (2020). Pengaruh Permainan Tradisional Terhadap Keterampilan Sosial Anak SD. Jurnal Educatio FKIP UNMA, 6(2), 449–455. https://doi.org/10.31949/educatio.v6i2.568

Septian Mukhlis & Yayu Siti Rahayu. (2023). Kemampuan Literasi Digital: Penguatan Pendidikan Karakter Sebagai Upaya Menghadapi Era Revolusi Industri 4.0. DIKODA: JURNAL PENDIDIKAN SEKOLAH DASAR, 1(01), 1–9. https://doi.org/10.37366/jpgsd.v1i01.2454

Skinner, B. F. (1965). Science and human behavior (Issue 92904). Simon and Schuster.

Susanti, A., Darmansyah, A., & Aulia, N. (2022). Permainan Tradisional:Upaya Pewarisan Budaya Dan Pendidikan Karakter Melalui Kearifan Lokal Di Sekolah Dasar. Jurnal Pendidikan Sekolah Dasar, 3(01), 40–51. https://doi.org/10.37366/jpgsd.v3i01.1063

Sutrisno, S. (2023). Changes in Media Consumption Patterns and their Implications for People’s Cultural Identity. Technology and Society Perspectives (TACIT), 1(1), 18–25. https://doi.org/10.61100/tacit.v1i1.31

Theodoropoulos, A., & Antoniou, A. (2022). VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games. Applied Sciences, 12(17). https://doi.org/10.3390/app12178476

Wahyu, A., & Rukiyati, R. (2022). Studi literatur: Permainan tradisional sebagai media alternatif stimulasi perkembangan anak usia dini. Jurnal Pendidikan Anak, 11(2), 109–120. https://doi.org/10.21831/jpa.v11i2.51524

Wang, S., & Vu, L. H. (2023). The integration of digital twin and serious game framework for new normal virtual urban exploration and social interaction. Journal of Urban Management, 12(2), 168–181. https://doi.org/10.1016/j.jum.2023.03.001

Published

2024-11-28

How to Cite

M.S., Z., & Iasha, V. (2024). Fostering the Character of Love for the Country Through Traditional Games: A Character Education Case Study in Indonesia. DIKODA JURNAL PENDIDIKAN SEKOLAH DASAR, 5(2), 85-95. https://doi.org/10.37366/jpgsd.v5i2.5211