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UNIVERSITAS GADJAH MADA

UGM Students Create Smart Cards to Preserve Indonesian Culture

UGM students, Roihatul Jannah from the Vocational School (SV), Vira Mahdiya Zahra from the Faculty of Cultural Sciences (FIB), Muhammad Haris Yulianto from the Faculty of Agricultural Technology (FTP), and Haris Nur Rahmawati from the Faculty of Economics and Business (FEB), successfully created an interactive game to introduce and preserve Indonesian culture. The interactive game is called “Nura Smart Card: Kartu Putar Pintar Jelajah Nusantara” (Smart Spin Card to Explore the Archipelago). The team members are part of the Student Creativity Week (PKM) teams in the entrepreneurship field that managed to get funding for 2021.

“Our idea of ​​making the smart spin card to explore the archipelago came from the rapid development of globalization that resulted in (increasingly) reducing the literacy interest of the younger generation, especially regarding cultural issues. There have not been many interesting books or other literacy media that discuss Indonesian culture,” said Muhammad Haris Yulianto, one of the team members, on Monday (9/8).

As the name suggests, the “Nura Smart Card” spin card is shaped like a spin game. Children or anyone who plays it will be able to find various kinds of information about the cultures that exist in Indonesia by simply starting to play the cards. Information about culture in 34 provinces in Indonesia, such as traditional houses, traditional dances, traditional clothes, and traditional weapons, will automatically appear after the card stops spinning and the arrow points to a province in Indonesia.

The card is designed in color and conceptualized to function on both sides, front and back. Information about culture in 34 provinces in Indonesia is divided into two sides, 17 provinces on the front and 17 provinces on the back.

“Nura Smart Card” has two barcodes. The first is a barcode that directs players to access an e-book that contains a collection of in-depth information about the culture in Indonesia. The second barcode will direct players to access interactive quizzes and other games when scanned using their smartphone.

A lecturer at the Faculty of Cultural Sciences (FIB) of UGM, Aprilia Firmonasari, said that the “Nura Smart Card” can be a play-based learning medium for children. Especially during this Covid-19 pandemic, children are only active at home, so it is necessary for them to cope with their boredom when studying from home.

“Smart spin cards are special because they contain knowledge about the culture in 34 provinces in Indonesia that allows children to play and learn,” concluded Aprilia.

The production of “Nura Smart Card” involves a printer in Yogyakarta. Currently, the “Nura Smart Card” has also been marketed online through social media such as Instagram, WhatsApp, and Facebook and market shops such as Shopee.

Source: https://www.ugm.ac.id/id/berita/21494-mahasiswa-ugm-ciptakan-kartu-pintar-untuk-melestarikan-budaya-indonesia

 

 

 

 

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