These digital culture kit materials were developed by Gordon Hensley. Wayang is the Indonesian word for puppet, and in Indonesia is used to describe theater both with and without puppets but is most often used as shorthand for wayang kulit (Javanese shadow puppet theater). This digital culture kit includes research on Wayang Kulit Puppetry, a template of shadow puppet characters, a collection of images of wayang kulit puppetry of Indonesia, a script of the Ramayana in both Indonesian and English, and a wayang kulit demonstration slideshow.
A Digital Storytelling Activity Designing Video Games Based on Cultural Myths and Folktales of Bali
This conference paper, from the 2020 conference of the Society for Information Technology and Teacher Education (SITE), reports on this Fulbright-Hays Group Project Abroad program designed to enhance global understanding through a 4-week travel experience with curriculum development related to exposing students in the United States to the culture, history, and arts of Indonesia. A digital storytelling curricular project is described, resulting from the international experience, whereby undergraduate students in a general education course develop a video game concept, storyline, and characters based on beliefs and mythology from the island of Bali. The project addresses digital and media literacy skills, related to finding, evaluating, and creating media, as well as 21st Century skills, in providing opportunities for critical thinking, creativity, collaboration, and communication. A discussion on methods to extend the project to address other cultures and countries, and ideas for including international partners and guests are also addressed.
Paper: A Digital Storytelling Activity Designing Video Games Based on Cultural Myths and Folktales of Bali
Wallace, P. (2020). A Digital Storytelling Activity Designing Video Games Based on Cultural Myths and Folktales of Bali. In D. Schmidt-Crawford (Ed.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 204-209). Online: Association for the Advancement of Computing in Education (AACE). Retrieved May 3, 2020 from https://www.learntechlib.org/primary/p/215752/.
The Ramayana in Indonesia
Created by Carla Ingram, South Caldwell High School, Hudson, NC
In this lesson, students will learn the story of the Ramayana and how it came to be part of Indonesian culture. They will understand how it is portrayed throughout Indonesian culture, and will use visual art, puppet, or a skit to portray parts of the story.