Balap Kata Board Game: Revitalizing Traditional Scripts for National Awareness
Abstract:
Purpose: Balap Kata is an educational innovation designed to promote national values and foster awareness of local identity among younger generations amid modernization.
Methodology/approach: This study employs a qualitative-descriptive approach, combining literature review and conceptual analysis to examine the game as a learning medium. The discussion includes game design, mechanics, conveyed cultural values, and relevance in shaping national awareness.
Results/findings: Balap Kata is a board game centered on arranging Javanese vocabulary using two scripts: Aksara Jawa and Arab Pegon. Aksara Jawa consists of 20 basic characters, known as Aksara Nglegena, while Arab Pegon adapts Arabic letters (Hijaiyah) for Javanese writing. Both represent the Javanese linguistic heritage, functioning as tools of communication and knowledge preservation that embody the philosophical and spiritual depth of Javanese culture.
Conclutions: The study shows that Balap Kata has significant potential as an educational tool to revive interest in regional languages and strengthen national identity through linguistic heritage.
Limitations: The focus on Aksara Jawa and Arab Pegon highlights their symbolic role in the forgotten cultural and spiritual synthesis of Javanese civilization.
Contribution: Revitalizing traditional scripts through such games supports character education based on local culture.
Downloads

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Abdullah, T. (2012). Pembinaan Kesadaran dan Penjernihan Sejarah. Jakarta: Direktorat Sejarah dan Nilai Budaya Direktorat Jenderal Kebudayaan Kementerian Pendidikan dan Kebudayaan.
Arthur, S., & Imoro, A. R. (2025). Influenceofteacherpedagogicalskillsandattendanceonstudents' academicperformance. Journal of Social, Humanity, and Education (JSHE), 17-36. https://doi.org/10.35912/jshe.v6i1.2716.
Barron, B. (2006). Interest and self-sustained learning as catalysts of development: A learning ecology perspective. Human Development; 49(4), 193-224. doi:10.1159/000094368
Daryanto. (2016). Media Pembelajaran. Yogyakarta: Gavamedia.
de Freitas, S. (2018). Are Games Effective Learning Tools? A Review of Educational Games. Journal of Educational Technology & Society , Vol. 21, No. 2 , 74-84. https://www.jstor.org/stable/26388380
Engerman, J. A. (2016). Call of duty foradolescent boys: An ethnographic phenomenology of the experience of a gaming culture. 2016: doctoral dissertation, Penn State University.
Engerman, J. A., & Carr-Chellman, A. (2017). Understanding Game-Based Learning Cultures: Introduction to Special Issue. Educational Technology Publications, Inc, 23-27. https://www.jstor.org/stable/44430519
Gaydos, M. (2015). Seriously Considering Design in Educational Games. Educational Researcher, 44 (9), 478-483. http://dx.doi.org/10.3102/0013189X15621307
Greghson, G. (den 19 03 2025). Beranda UGM. Hämtat från ugm.ac.id: https://ugm.ac.id/id/berita/jumlah-penutur-bahasa-jawa-mencapai-lebih-dari-80-juta-jiwa/
Hashim, N., Zulkifli, S., & Rahman, A. (2024). Gamification using board game approach in science education: A systematic review. Engineering and Technology Journal, 7(3), 145-159. https://doi.org/10.37934/araset.33.3.7385.
Jh Solihudin, T., & et.al. (2025). Development of a web-based Multimedia Learning Management System (MLMS) in High School physics learning. Universal Teaching and Learning Journal, 1-18. https://doi.org/10.35912/utlj.v1i1.3355.
Kartosoebroto, M. (1923). Kitab Tjarakan Djawi-Arob. Semarang.
Kartodirjo, S. (2017). Pendekatan Ilmu sosial dalam Metodologi Sejarah. Yogyakarta: Ombak.
Kato, & dkk. (2008). A Video game improves behavioral outcomes in adolescents and young adults with cancer: A Randomized trial. Pediatrics, 305-317. doi: 10.1542/peds.2007-3134
Koentjaraningrat. (1983). Pengantar Ilmu Antropologi. Jakarta: Angkasa Baru.
Lin, Y.-T., & etc. (2015). Development of a SoLoMo Game-Based Application for Supporting Local Cultural Learning in Taiwan. Journal of Educational Technology & Society, Vol. 21, No. 4, 115-128. ISSN: EISSN-1436-4522
Meihan, A. M., & dkk. (2021). Analysis of student's historical awareness level as the basis of developing historical learning media based on mobile learning. International Journal of Education and Social Science Research, 4(1), 36-46. DOI:10.37500/IJESSR.2021.4106
Mustofa, C., & et.al. (2025). The formation of islamic character through the student-led conference (SLC) program (in grade 9 smp insan cendekia madani boarding school development Serpong, South Tangerang City). Universal Teaching and Learning Journal(UTLJ)Vol 1, No 2, 99-109. https://doi.org/10.35912/utlj.v1i2.3438
Nashier, L. A., & Heryanto, D. (2023). Implementasi Puzzle Game pada Media Pembelajaran Aksara Sunda. Jurnal Algoritma, 259-269. https://doi.org/10.33364/algoritma/v.21-1.1628
Nawaksara, D. (2021). Kawi, Induk Aksara di Nusantara. Kediri: Nawaksara.
Nawaksara, D. (2022). AKSARA sejarah dan perkembangannya dari media tulis kuno hingga media digital. Yogyakarta: Nawaksara.
Nawaksara, D. (2024). Aksara Pegon: Sejarah, Eksistensi, dan Masa Depannya di Era Digital. Lamongan: Nawaksara.
Nautival, S., P, B., & Kaur, H. (2024). Let's get on-board: a practical framework for designing and implementing educational board games in K-12 classrooms. Frontiers in Education, 9 (14), 205-215. https://doi.org/10.3389/feduc.2024.1420515
Ningtyas, S. I. (2023). Penggunaan Board Game Sebagai Media Pembelajaran Untuk Melatih Berpikir Kreatif Siswa. Research and Development Journal of Education, 871-880. DOI:10.30998/rdje.v9i2.19392
Patton, R. M. (2014). Games That Art Educators Play: Games in the Historical and Cultural Context of Art Education. Studies in Art Education, Vol. 55, No. 3 , 241-252. https://www.jstor.org/stable/24465452
Padmosoekotjo, S. (1984). Wewaton Panulise Basa Jawa Nganggo Aksara Jawa. Surabaya: PT Citra Jaya Murti.
Prasetyo, M. E., & Roderico, B. (2024). Perancangan Desain Board Game Pengenalan Budaya Wayang Punakawan Yogyakarta Untuk Anak. Gestalt: Jurnal Desain Komunikasi Visual , 105-120. DOI: https://doi.org/10.33005/gestalt.v6i2.192.
Rafid, R., & et.al. (2025). Public schools and critical education: Alternative education policy in Indonesia. Journal of Social, Humanity, and Education (JSHE), 119-132. https://doi.org/10.35912/jshe.v6i1.3321
Salikhovna, K. K. (2025). The issues of developing students’ linguistic competence in learning Arabicin scholarly and methodological literature. Universal Teaching and Learning Journal (UTLJ)Vol 1, No 2, 2025, 149-160, 149-160. https://doi.org/10.35912/utlj.v1i2.3505
Sahil. (den 27 03 2024). The intersection of Benedict Anderson’s “Imagined Communities” and Hindu Nationalism in India. Hämtat från London School of Economics and Political Science: https://blogs.lse.ac.uk/religionglobalsociety/2024/03/the-intersection-of-benedict-andersons-imagined-communities-and-hindu-nationalism-in-india/#:~:text=Hindu%20nationalism%20in%20India%20can%20be%20understood,to%20reinforce%20a%20shared%20history%20and%
Sari, F. K. (2018). Makna Filosofis dan Kearifan Lokal dalam Aksara Jawa Serta Pemanfaatannya Sebagai Materi Pembelajaran Bahasa Jawa Berbasis Pendidikan Karakter di Sekolah Menengah Pertama. Surakarta: Pascasarjana Universitas Sebelas Maret.
Siahaan, H. (2001). Nasionalitas, Nasionalisme, dan Kesadaran Sejarah. Bandung: Setya Historika.
Schell, J. (2008). The art of game design: A book of lenses. Burlington: MA: Elsevier.
Soekiman, D. (2011). Kebudayaan Indis: dari Zaman Kompeni Sampai Revolusi. Jakarta: Komunitas Bambu.
Spranger, E. (2002). Kultur und Erziehung. Gesammelte pädagogische Aufsätze. German: Wissenschaftliche Buchgesellschaft.
Thomas, D. (2008). Messages and Mediums: Learning and mediums: Learning to teach with v. Pittsburgh: PA:ETC
Vandercruysse, S., & etc. (2013). Competition and Students Perceptions in a Game-based Language Learning Environment. Springer: Education Technology Research and Development, 61 (6), 927-950. DOI:10.1007/s11423-013-9314-5
Wawro, A. (den 13 03 2015). 10 seminal game postmortems every developer should read. Hämtat från Game Developer: https://www.gamedeveloper.com/audio/10-seminal-game-postmortems-every-developer-should-read
Wirawan, A. (2024). Yuk Bikin Board Game Edukasi. Surabaya: Mekanima Inspira Nagara.
Yaman, B., Sousa, F., Neves, P., & Luz, M. (2025). Implementation of game-based learning in educational context: Challenges and intervention strategies. Electronic Journal of e-Learning, 23 (1), 1-17. https://doi.org/10.34190/ejel.22.10.3480
Zoetmulder, P. (1983). Kalangwan. Sastra Jawa Kuno Selayang Pandang. Jakarta, Indonesia: Penerbit Djambatan
- Abdullah, T. (2012). Pembinaan Kesadaran dan Penjernihan Sejarah. Jakarta: Direktorat Sejarah dan Nilai Budaya Direktorat Jenderal Kebudayaan Kementerian Pendidikan dan Kebudayaan.
- Arthur, S., & Imoro, A. R. (2025). Influenceofteacherpedagogicalskillsandattendanceonstudents' academicperformance. Journal of Social, Humanity, and Education (JSHE), 17-36. https://doi.org/10.35912/jshe.v6i1.2716.
- Barron, B. (2006). Interest and self-sustained learning as catalysts of development: A learning ecology perspective. Human Development; 49(4), 193-224. doi:10.1159/000094368
- Daryanto. (2016). Media Pembelajaran. Yogyakarta: Gavamedia.
- de Freitas, S. (2018). Are Games Effective Learning Tools? A Review of Educational Games. Journal of Educational Technology & Society , Vol. 21, No. 2 , 74-84. https://www.jstor.org/stable/26388380
- Engerman, J. A. (2016). Call of duty foradolescent boys: An ethnographic phenomenology of the experience of a gaming culture. 2016: doctoral dissertation, Penn State University.
- Engerman, J. A., & Carr-Chellman, A. (2017). Understanding Game-Based Learning Cultures: Introduction to Special Issue. Educational Technology Publications, Inc, 23-27. https://www.jstor.org/stable/44430519
- Gaydos, M. (2015). Seriously Considering Design in Educational Games. Educational Researcher, 44 (9), 478-483. http://dx.doi.org/10.3102/0013189X15621307
- Greghson, G. (den 19 03 2025). Beranda UGM. Hämtat från ugm.ac.id: https://ugm.ac.id/id/berita/jumlah-penutur-bahasa-jawa-mencapai-lebih-dari-80-juta-jiwa/
- Hashim, N., Zulkifli, S., & Rahman, A. (2024). Gamification using board game approach in science education: A systematic review. Engineering and Technology Journal, 7(3), 145-159. https://doi.org/10.37934/araset.33.3.7385.
- Jh Solihudin, T., & et.al. (2025). Development of a web-based Multimedia Learning Management System (MLMS) in High School physics learning. Universal Teaching and Learning Journal, 1-18. https://doi.org/10.35912/utlj.v1i1.3355.
- Kartosoebroto, M. (1923). Kitab Tjarakan Djawi-Arob. Semarang.
- Kartodirjo, S. (2017). Pendekatan Ilmu sosial dalam Metodologi Sejarah. Yogyakarta: Ombak.
- Kato, & dkk. (2008). A Video game improves behavioral outcomes in adolescents and young adults with cancer: A Randomized trial. Pediatrics, 305-317. doi: 10.1542/peds.2007-3134
- Koentjaraningrat. (1983). Pengantar Ilmu Antropologi. Jakarta: Angkasa Baru.
- Lin, Y.-T., & etc. (2015). Development of a SoLoMo Game-Based Application for Supporting Local Cultural Learning in Taiwan. Journal of Educational Technology & Society, Vol. 21, No. 4, 115-128. ISSN: EISSN-1436-4522
- Meihan, A. M., & dkk. (2021). Analysis of student's historical awareness level as the basis of developing historical learning media based on mobile learning. International Journal of Education and Social Science Research, 4(1), 36-46. DOI:10.37500/IJESSR.2021.4106
- Mustofa, C., & et.al. (2025). The formation of islamic character through the student-led conference (SLC) program (in grade 9 smp insan cendekia madani boarding school development Serpong, South Tangerang City). Universal Teaching and Learning Journal(UTLJ)Vol 1, No 2, 99-109. https://doi.org/10.35912/utlj.v1i2.3438
- Nashier, L. A., & Heryanto, D. (2023). Implementasi Puzzle Game pada Media Pembelajaran Aksara Sunda. Jurnal Algoritma, 259-269. https://doi.org/10.33364/algoritma/v.21-1.1628
- Nawaksara, D. (2021). Kawi, Induk Aksara di Nusantara. Kediri: Nawaksara.
- Nawaksara, D. (2022). AKSARA sejarah dan perkembangannya dari media tulis kuno hingga media digital. Yogyakarta: Nawaksara.
- Nawaksara, D. (2024). Aksara Pegon: Sejarah, Eksistensi, dan Masa Depannya di Era Digital. Lamongan: Nawaksara.
- Nautival, S., P, B., & Kaur, H. (2024). Let's get on-board: a practical framework for designing and implementing educational board games in K-12 classrooms. Frontiers in Education, 9 (14), 205-215. https://doi.org/10.3389/feduc.2024.1420515
- Ningtyas, S. I. (2023). Penggunaan Board Game Sebagai Media Pembelajaran Untuk Melatih Berpikir Kreatif Siswa. Research and Development Journal of Education, 871-880. DOI:10.30998/rdje.v9i2.19392
- Patton, R. M. (2014). Games That Art Educators Play: Games in the Historical and Cultural Context of Art Education. Studies in Art Education, Vol. 55, No. 3 , 241-252. https://www.jstor.org/stable/24465452
- Padmosoekotjo, S. (1984). Wewaton Panulise Basa Jawa Nganggo Aksara Jawa. Surabaya: PT Citra Jaya Murti.
- Prasetyo, M. E., & Roderico, B. (2024). Perancangan Desain Board Game Pengenalan Budaya Wayang Punakawan Yogyakarta Untuk Anak. Gestalt: Jurnal Desain Komunikasi Visual , 105-120. DOI: https://doi.org/10.33005/gestalt.v6i2.192.
- Rafid, R., & et.al. (2025). Public schools and critical education: Alternative education policy in Indonesia. Journal of Social, Humanity, and Education (JSHE), 119-132. https://doi.org/10.35912/jshe.v6i1.3321
- Salikhovna, K. K. (2025). The issues of developing students’ linguistic competence in learning Arabicin scholarly and methodological literature. Universal Teaching and Learning Journal (UTLJ)Vol 1, No 2, 2025, 149-160, 149-160. https://doi.org/10.35912/utlj.v1i2.3505
- Sahil. (den 27 03 2024). The intersection of Benedict Anderson’s “Imagined Communities” and Hindu Nationalism in India. Hämtat från London School of Economics and Political Science: https://blogs.lse.ac.uk/religionglobalsociety/2024/03/the-intersection-of-benedict-andersons-imagined-communities-and-hindu-nationalism-in-india/#:~:text=Hindu%20nationalism%20in%20India%20can%20be%20understood,to%20reinforce%20a%20shared%20history%20and%
- Sari, F. K. (2018). Makna Filosofis dan Kearifan Lokal dalam Aksara Jawa Serta Pemanfaatannya Sebagai Materi Pembelajaran Bahasa Jawa Berbasis Pendidikan Karakter di Sekolah Menengah Pertama. Surakarta: Pascasarjana Universitas Sebelas Maret.
- Siahaan, H. (2001). Nasionalitas, Nasionalisme, dan Kesadaran Sejarah. Bandung: Setya Historika.
- Schell, J. (2008). The art of game design: A book of lenses. Burlington: MA: Elsevier.
- Soekiman, D. (2011). Kebudayaan Indis: dari Zaman Kompeni Sampai Revolusi. Jakarta: Komunitas Bambu.
- Spranger, E. (2002). Kultur und Erziehung. Gesammelte pädagogische Aufsätze. German: Wissenschaftliche Buchgesellschaft.
- Thomas, D. (2008). Messages and Mediums: Learning and mediums: Learning to teach with v. Pittsburgh: PA:ETC
- Vandercruysse, S., & etc. (2013). Competition and Students Perceptions in a Game-based Language Learning Environment. Springer: Education Technology Research and Development, 61 (6), 927-950. DOI:10.1007/s11423-013-9314-5
- Wawro, A. (den 13 03 2015). 10 seminal game postmortems every developer should read. Hämtat från Game Developer: https://www.gamedeveloper.com/audio/10-seminal-game-postmortems-every-developer-should-read
- Wirawan, A. (2024). Yuk Bikin Board Game Edukasi. Surabaya: Mekanima Inspira Nagara.
- Yaman, B., Sousa, F., Neves, P., & Luz, M. (2025). Implementation of game-based learning in educational context: Challenges and intervention strategies. Electronic Journal of e-Learning, 23 (1), 1-17. https://doi.org/10.34190/ejel.22.10.3480
- Zoetmulder, P. (1983). Kalangwan. Sastra Jawa Kuno Selayang Pandang. Jakarta, Indonesia: Penerbit Djambatan
