Let’s “READ” the Patterns: Learning Sumba Weaving Patterns through a Video Game

Session Description

In Sumba, Indonesia, weaving patterns on traditional clothes are culturally important designs representing identity, social status, and regional history. These patterns have complex meanings and tell the stories of Sumba and the people who live there. Seeing these designs is like reading a book full of Sumbanese history. Unfortunately, even though Sumbanese weaving patterns have been modernized and exhibited at international fashion shows, only some people recognize or know about their underlying meanings. It is a concern because the knowledge and skill behind these weaving patterns may soon become extinct. These unique weaving patterns can be seen as ordinary dresses without their rich cultural meanings if not introduced to the world. To address this issue, this paper project designed instruction aimed at introducing learners to Sumbanese weaving patterns using an online video game. Built using Godot, the game-based instruction used Gagne's Nine Events of Instruction to guide its design. To evaluate the instruction, usability and learning effectiveness tests were conducted. The usability test was conducted with participants with different backgrounds, and the learning effectiveness test involved 29 adult participants (n = 29). The results revealed interesting differences between participants from Sumba, Indonesia, and other places worldwide. Combined with open-ended data, the project concluded that game-based learning was an appropriate way to introduce Sumbanese weaving patterns to various people. However, improvements were needed in the areas of visual and game design.

Presenter(s)

Youlanda Selan
University of Hawai'i at Manoa, USA

Youlanda Anggreany Selan is a master's student at the University of Hawaii at Manoa. This year is her second year of college. Originally from Indonesia, she wants to present and introduce one of the unique cultures of her country.

tcc2023

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