Game Knowledge Model Development Indonesian Traditional Approach On-To-Knowledge Tukino 1,a*) , Baenil Huda2,b), Agus Hananto3,c) Hendry 4,d) , Eko Sediyono 5,e), Saepul Aripiyanto6,f)
Universitas Buana Perjuangan Karawang
Abstract
Abstract. Traditional games are a form of play that reflects the customs of a tribe which are passed to the next generation. Traditional games have a philosophical meaning implied in each game and are also very fun. From the point of view of benefits, traditional games played by children are able to stimulate motoric, cognitive development and can build self-confidence, train concentration, build friendships and work together with others. In carrying out traditional games can be done without using tools or by using tools. The use of traditional game aids can be made from materials found in nature, such as wood, bamboo, paper, thread or objects found around them and without the high cost. Types of traditional games that use tools are kites, dakon, stilts and others, while types of games that do not use tools are applause, hompimpa, cublak-cublak suweng and others. Along with the development of technology, traditional games are slowly being abandoned and turning to modern games with information technology. In order to preserve traditional game culture so that it does not become extinct, information related to traditional games is digitized using the semantic web. Implementation of the semantic web is used to build a model capable of processing large data and making it easy to access information. Traditional games are spread throughout the archipelago in various forms and types. This requires knowledge to manage traditional Indonesian games in the form of OWL. Building traditional game ontology knowledge using the On-To-Knowledge methodology with 5 stages namely Feasibility study, kick off, refinement, evaluation, maintenance. The Ontology model can present information in a structured and systematic manner which can facilitate the search process more easily. The traditional game ontology model has six main classes, namely game type, game name, player type, toy material, toy form, how to play, winner. The evaluation results of the ontology model using the HermiT reasone
Keywords: Tradisional Games, Ontology, On-To-Knowledge, OWL