A Proposal for Developing UX Instruments to Digitize Wayang Kulit Learning in Malaysian Arts and Culture

Authors

  • Aida Zamnah Zainal Abidin Asia Pacific University of Technology & Innovation (APU) Author

DOI:

https://doi.org/10.37134/GameOn.vol1.1.4.2025

Keywords:

Wayang Kulit, Digitizing Technology, Mobile Application, Cultural Preservation, SDG 4: Quality Education

Abstract

The traditional Malaysian art of Wayang Kulit faces declining engagement, particularly among younger audiences, highlighting the need for innovative approaches to cultural preservation. This study proposes the development of user experience (UX) measurement instruments to evaluate digital Wayang Kulit learning platforms, focusing on engagement, learning outcomes, and cultural authenticity. Grounded in Activity Theory, Social Learning Theory, Cultural-Historical Analysis, User Experience Theory, and Digital Learning Theory, the study presents a conceptual framework linking traditional practitioners, UX designers, and users through digital platforms and measurement instruments. This framework guides the creation of interactive, culturally sensitive digital experiences that preserve the essence of Wayang Kulit while engaging modern learners. The research identifies five key areas: Digital Cultural Preservation, Digital Tools for Engagement, UX Design for Cultural Platforms, Theoretical Frameworks, and Measuring Digital Learning Experiences. The WAYANG EDU application software serves as a central case study, illustrating practical applications and addressing gaps in digital cultural preservation research. Findings aim to inform the design of effective digital platforms and measurement tools that sustain traditional arts, enhance learning outcomes, and provide a model for global cultural preservation initiatives. By combining cultural heritage with digital innovation, this study contributes to the continuity and accessibility of Malaysia’s intangible cultural heritage for future generations.

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References

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Published

31-12-2025

How to Cite

Zainal Abidin, A. Z. (2025). A Proposal for Developing UX Instruments to Digitize Wayang Kulit Learning in Malaysian Arts and Culture. Game-On: Journal Of Gamification and Game-Based Learning, 1(1), 34-41. https://doi.org/10.37134/GameOn.vol1.1.4.2025