
Tradisiman adalah game edukasi berbasis web yang bertujuan untuk mengenalkan budayaIndonesia kepada generasi muda dengan cara yang menyenangkan dan interaktif. Game inimenggabungkan elemen kuis dan role-playing game (RPG), serta dirancang dengan pendekatanlevel designer yang mengatur eksplorasi pemain ke dalam ruang-ruang tematik berdasarkankategori budaya seperti makanan, rumah adat, senjata tradisional, alat musik, dan pakaian adat.Sistem reward dan punishment diterapkan untuk meningkatkan motivasi belajar. Evaluasiusability menggunakan metode System Usability Scale (SUS) menunjukkan nilai rata-ratasebesar 95,6 (kategori excellent), sementara pengujian User Acceptance Testing (UAT)memberikan hasil penerimaan pengguna yang sangat baik. Tradisiman terbukti efektif sebagaimedia edukatif dan pelestari budaya berbasis digital
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 0 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
