Emprit Gantil Game as Alternative Media for Folklore Learning in the Kampung Budaya Piji Wetan Kudus Culture Village

Tsania Laila Magfiroh, Zainal Arifin


A kind of traditional-oral literature that has widely been spread in Indonesian Javanese culture is folklore. However, the Javanese people rarely understand it and they are uninterested in it. This is due to its performance which seems old-fashioned and monotonous. For this, the Kampung Budaya Piji Wetan Culture Village made a game based on the village folklore around the slopes of Mount Muria as a medium for folklore learning in the village. The study aimed to describe (1) the background of the Emprit Gantil game in the Piji Wetan Kudus Culture Village, (2) the revitalization of folklore carried out by the Kampung Budaya Piji Wetan Kudus Culture Village in the form of games, and (3) the effectiveness and benefit of the Emprit Gantil game in learning. This study used a descriptive-qualitative method. The data included information of folklore and the game of Emprit Gantil. The data sources covered the informants, performance events, games, and documents. The data collection techniques employed interviews, observations, and document analysis. The technique of data analysis used an interactive model. The result of the study shows that the folklore learning system at schools used a monotonous system and did not discuss local folklore. Similarly, it shows that the Emprit Gantil game was part of the cultural activity program in the Piji Wetan Cultured Village that performed folklore in the form of games derived from folklore in the village around the slopes of Mount Muria. Also, it states the effectiveness of the Emprit Gantil game as a folklore education medium for the millennial generation introduced by the Kampung Budaya Piji Wetan. This study describes the Emprit Gantil game and the efforts to make folklore as educational media in the Kampung Budaya Piji Wetan Culture Village.

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DOI: https://doi.org/10.33633/str.v3i1.7647

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