•  
  •  
 

Abstract

Globalization makes cultural absorption faster, but this also has a negative effect if the culture exposed is unsuitable. This will also affect the morale of a generation. One media that can spread culture and moral values is video games. For example, in a role-playing game genre which makes the players act like it is their real life, they can grasp many valuable experiences. Therefore, this study aims to identify the moral values in a video game called Harvest Moon: Back to Nature. Harvest Moon: Back to Nature or HM BTN is a role-playing game in which the player acts as an amateur farmer to save his inheritance farm. The data in this study is in the form of text and co-text derived from the game. This study applies qualitative descriptive methods to analyse and present the results. The analysis results demonstrate that seven types of moral values were identified from the video game. They are; bravery, love and affection, sympathy to others, cooperativeness, thankfulness, trustworthiness, and kind-hearted. This result indicated that Harvest Moon: Back to Nature video game presents not only entertaining gameplay to the gamers but also several moral values that construct a good personality to them. It can be concluded that video games can be utilized as learning media depending on the genre and theme. Educators need to select the appropriate one.

Bahasa Abstract

Globalisasi membuat penyerapan budaya menjadi lebih cepat, namun hal ini juga berdampak negatif jika budaya yang terpapar tidak sesuai. Hal ini juga akan mempengaruhi moral suatu generasi. Salah satu media yang dapat menyebarkan budaya dan nilai-nilai moral adalah video game. Sebagai contoh, dalam sebuah game bergenre role-playing game yang membuat para pemainnya berakting layaknya di dunia nyata, mereka bisa mendapatkan banyak pengalaman berharga. Oleh karena itu, penelitian ini bertujuan untuk mengidentifikasi nilai-nilai moral yang terdapat dalam video game Harvest Moon: Back to Nature. Harvest Moon: Back to Nature atau HM BTN adalah sebuah permainan peran di mana pemain berperan sebagai seorang petani amatir untuk menyelamatkan lahan pertanian warisannya. Data dalam penelitian ini berupa teks dan co-teks yang berasal dari permainan. Penelitian ini menggunakan metode deskriptif kualitatif untuk menganalisis dan menyajikan hasilnya. Hasil analisis menunjukkan bahwa ada tujuh jenis nilai moral yang diidentifikasi dari video game tersebut. Mereka adalah; keberanian, cinta dan kasih sayang, simpati kepada orang lain, kerja sama, rasa syukur, dapat dipercaya, dan baik hati. Hasil ini menunjukkan bahwa video game Harvest Moon: Back to Nature tidak hanya menyajikan permainan yang menghibur bagi para gamer, tetapi juga beberapa nilai moral yang membangun kepribadian yang baik bagi mereka. Dapat disimpulkan bahwa video game dapat digunakan sebagai media pembelajaran tergantung dari genre dan temanya. Pendidik perlu memilih yang sesuai.

References

Buzan, Tony. 2003.The Power of Spiritual Intelligence: Sepuluh Cara Jadi Orang yang Cerdas secara Spiritual. Jakarta: PT Gramedia Pustaka Utama.

Creswell, John. 2015. Riset Pendidikan: Perencanaan, Pelaksanaan, dan Evaluasi Riset Kualitatif dan Kuantitatif. Trans. Alex Tri Kantjono W. and Febri Fialita. Yogyakarta: Pustaka Pelajar.

De Porter, Bobbi and Hernacki, Mike. 2003. Quantum Learning, ed. Sari Meutia, trans. Alwiyah Abdurrahman. Bandung: Kaifa PT Mirzan Pustaka.

Kushrahmadi, Dwi Sigit. 2007. Pentingnya Pendidikan Moral bagi Anak Sekolah Dasar. Dinamika Pendidikan 14, no 1: 118–130. https://eprints.uny.ac.id/5006/1/PENTINGNY_A_PENDIDIKAN_MORAL.pdf. (accessed January 3, 2022).

Hasanah, Uswatun. 2018. Metode Pengembangan Moral dan Disiplin Bagi Anak Usia Dini (Moral and Discipline Development Methods for Early Children). Jurnal Perempuan dan Anak 2, no. 1: 91–117.

Hornby, Albert Sydney. 2010. Oxford Advanced Learner’s Dictionary of Current English. New York: Oxford University Press.

Huang, Biyun, Khe Foon Hew, and Chung Kwan Lo. 2019. Investigating the Effects of Gamification-Enhanced Flipped Learning on Undergraduate Students’ Behavioral and Cognitive Engagement. Interactive Learning Environments 27, no. 8: 1106–1126. DOI: 10.1080/10494820.2018.1495653.

Lago, Beatriz Legerén. 2017. Al-Kimia: How to Create a Video Game to Help High School Students Enjoy Chemistry. Serious Games and Edutainment Applications, eds. Minhua Ma and Andreas Oikonomou, 1–702.

Linda Eyre and Richard Eyre. 1997. Mengajarkan Nilai-Nilai kepada Anak. Trans. Alex Tri Kantjono Widodo Jakarta: Gramedia.

Mitayani, Yuni. 2010. Education Values In the ‘Finding Nemo’ Movie. Thesis. State Islamic Studies Institute of Salatiga.

Nashir, Haedhar. 2007. Leptop Dewan. Kedaulatan Rakyat, Yogyakarta, March 23.

Nisak, Ngainun. 2014. The Role of the Main Character’s Psychological Conflicts to the Theme Seen in Ahmad Fuadi’s the Land of Five Towers. Undergraduate Thesis. Faculty of Education, and Teacher Training, State Islamic Institute Tulungagung.

Pratama, Loviga Denny and Wahyu Setyaningrum. 2018. Game-Based Learning: The Effects on Student Cognitive and Affective Aspects. Journal of Physics: Conference Series 1097, no. 1.

, Wahyu Lestari, and Ahmad Bahauddinc. 2019. Game Edukasi: Apakah Membuat Belajar Lebih Menarik? At- Ta’lim: Jurnal Pendidikan 5, no. 1: 39–50.

Purnomo, Sigit Cahyo. 2013. Tragedy and Moral Values in William Shakespeare’s Macbeth: A Structural Analysis. Register Journal 6, no. 1: 119–139.

Rideout, Victoria J., Ulla G. Foehr, and Donald F. Roberts. 2010. Generation M2: Media in the Lives of 8- to 18-Year-Olds. Washington, D.C.: Kaiser Family Foundation. https://files.eric.ed.gov/fulltext/ED527859.pdf (accessed January 3, 2022).

Schoorman, F. David, Roger C. Mayer, and James H. Davis. 2007. An Integrative Model of Organizational Trust: Past, Present, and Future. Academy of Management Review 32, no. 2: 344–354.

Sulisworo, Dwi. 2013. The Paradox on IT Literacy and Science’s Learning Achievement in Secondary School.International Journal of Evaluation and Research in Education (IJERE) 2, no. 4 (December): 149–152.

Susana, Elya. 2018. Moral Value in Charlotte Bronte’s Novel Jane Eyre. KnE Social Sciences 3, no. 4: 287–94.

Syahputra, Fikry Prastya, and Tengku Silvana Sinar. 2018 The Reflection of Kebhinekaan (Unity in Diversity) in Indomie Advertisement: A Multimodal Study. Talenta Conference Series: Local Wisdom, Social, and Arts (LWSA) 1, no. 2: 329–334.

Syamaun, Arifin, Ajeng Dwi Wulandary, Yunisrina Qismullah Yusuf, Masrizal Masrizal and Dini Hanifa. 2019. Types of Moral Values In An Indonesian Children’s Movie. Proceedings of the 2nd English Education International Conference (EEIC) in conjunction with the 9th Annual International Conference (AIC), Universitas Syiah Kuala, September 18–19, 2019, Banda Aceh, Indonesia 1, no. 1: 277–284.

Share

COinS