互动民俗“马林昆当”

M. Nasrullah, Sandi Prasetyaningsih, Riki Riki, Michael Jones, Harist Setya Nugraha
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摘要

科学技术的进步越来越鼓励人们在各个领域使用和开发技术成果,特别是多媒体。制作互动民俗作品是一种利用互动民俗的方法,它既适合又有趣,尤其是对青少年来说。因为它被包装在两个独特而迷人的研究中,它的目的是在学习和阅读的过程中为年轻人提供一些新鲜而不枯燥的东西。研究人员在这项研究中使用了基于西苏门答腊岛民间传说的民间传说“Malin Kundang”。这个互动故事是利用二维动画基础创建的。在这个互动的民间故事中,使用者将会得到一个关于马林昆当和他母亲的故事,从年轻的马林昆当到已婚的马林昆当。这种互动式民间传说包含了许多不同的叙述,每个叙述都有不同的结局和故事进展,这样孩子们就会参与其中,而不会对各种故事情节感到厌倦,并可能从这种互动式民间传说的各种品质和角色中学习
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Interactive Folkfore "Malin Kundang"
People are increasingly encouraged by the advancement of science and technology to use and develop technical achievements in a variety of sectors, particularly multimedia. One way to make use of interactive folklore that is suitable and enjoyable, especially for youngsters, is to produce interactive folklore. Because it is packaged in two unique and fascinating studies for its users, it is intended to be something new and not dull in the process of learning and reading for youngsters. The researcher used the folklore "Malin Kundang," which is based on West Sumatra folklore, in this study. This interactive tale was created utilizing a two-dimensional animation base. Users will be provided a story of Malin Kundang and his mother, going from young Malin Kundang to married Malin Kundang, in this interactive folklore. This interactive folklore contains numerous distinct narratives, each with a different ending and story progression, so that children will be engaged and not bored by the varied storylines and may learn from the various qualities and characters in this interactive folklore
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