Open Conference Systems, The 1st International Conference on Advanced Information Technology and Communication (IC-AITC)

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Implementation of Godfrey Method for Development of Interactive Folklore "Malin Kundang"
Muchamad Fajri Amirul Nasrullah, Sandi Prasetyaningsih, Riki ., Michael Jones, Harist Setya Nugraha

Last modified: 2021-10-18

Abstract


The development of science and technology increasingly encourages people to use and develop technological results in various fields, especially multimedia. One form of utilization is to create interactive folklore that is appropriate and interesting, especially for children. Making this media is expected to be something new and not boring in the process of learning and reading for children because it is packaged in two creative and interesting studies for its users.

In this research, the researcher adopts the folklore "Malin Kundang" which is based on folklore in the West Sumatra region. This interactive folklore uses a two-dimensional animation base and was developed using the Godfrey method. This method is commonly referred to as the multimedia development life cycle. This development method has six stages starting from Problem Definition, Genre & Characters, Location & Interface, Plotting, Scripting, and Production & Testing. In this interactive folklore, users will be given a story about Malin Kundang and his mother, ranging from young Maling Kundang to married Malin Kundang. This interactive folklore has several different storylines with different endings and several story developments in it so that children as users will feel interested and not bored with the various storylines and can learn from the various traits and characters in this interactive folklore.

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