Busana Apps (Budaya Khas Nusantara Applications): Disemination And Culture Education of Indonesia Through the Puzzle Game in the Middle of Pandemic Covid-19

10.15408/sjsbs.v8i1.18357 Abstract Indonesian culture is very diverse, from Sabang to Merauke. Many people don't know about Indonesian culture. This is because they are rarely introduced to the knowledge of arts and culture. In its implementation, efforts to preserve culture experience challenges from the incoming foreign culture. Technological advances have an impact on society, one of which is the proliferation of various kinds of games. The image of games in society is still seen as an entertaining medium rather than a learning medium. The nature of games is challenging, addictive, and fun for those who like games. Technological developments also affect people's habits. One of them is smartphones. So a combination is needed by following the development of science and technology today. Busana Apps (Budaya Khas Nusantara Applications) is an application that displays a variety of cultures in Indonesia, from dance, music, and fine arts. This application is expected to help the interest of the community, especially children, to get to know the arts and culture in Indonesia, which is a legacy from their ancestors so that they can be maintained, cared for, and preserved properly. The results offered in this application are in the form of a puzzle game, which is an interactive game that can stimulate children's thinking patterns. Even with the Covid-19 pandemic like this, that cannot make people visit art venues directly. However, with this application, the public can get to know more about the arts in


A. INTRODUCTION
Indonesia is the largest archipelago country in the world. The islands stretching from Sabang to Merauke make Indonesia rich in ethnicity, language, beliefs, and culture 3 . Until now, the Ministry of Education and Culture claims to have recorded more than 67,273 cultural heritages in Indonesia. According to him, this number includes 11,627 immovable objects, 53,538 movable objects, and 2,108 intangible cultural heritages 4 . Every region in Indonesia has a unique culture that shows the identity of that area. Even many of the thousands of cultures owned in Indonesia have been recognized by UNESCO 5 . At least 13 Indonesian heritages have been recorded by UNESCO as World Heritage 6 . Therefore, the cultural diversity that is owned needs to be maintained and preserved. Preservation of existing culture is used so that culture does not become extinct and culture is a shared responsibility of Indonesian citizens 7 . Education in schools must also implement a cultural education curriculum system that can encourage students to love their own culture. The government is also working so that the younger generation does not leave their own culture.
Since the beginning of March, Indonesia has been shocked by the emergence of the SARS-CoV-2 or Covid-19 virus originating from Wuhan China. Many suspects that Covid-19 comes from animals (bats) 8 . The SARS-CoV-2 or Covid-19 outbreak has claimed 10.5 million reported cases and more than 500,000 deaths worldwide 9 . The speed and scale of the outbreak have accelerated the loss of life and caused social and cultural disruption 10 . When the Covid-19 pandemic has hit all countries in the world, especially Indonesia, it has an impact on all aspects of life, one of which is the culture and tourism sector 11 . The government made and issued a policy to break the chain of transmission of Covid-19. One of them is physical distancing in Indonesia which is strengthened by the policy of large-scale social restrictions (PSBB) which is regulated in government regulation No. 21 of 2020 12 . The following is the data on the number of exposure to Covid-19 in Indonesia (17 November 2020) in Figure 1. below: In its implementation, efforts to preserve culture experience challenges from the incoming foreign culture. One of them is the increasingly rapid technological advances 14 . Technological advances have an impact on society, one of which is the proliferation of various kinds of games. The image of games in society is still seen as an entertaining medium rather than a learning medium. The nature of games is challenging, addictive, and fun for those who love games. Indonesian culture is very diverse, from Sabang to Merauke. Many people don't know about Indonesian culture. This is because they are rarely introduced to the knowledge of art and culture, especially to the next generation who can only introduce culture from school. So that sooner and later the culture in Indonesia begins to be abandoned, forgotten, and exiled, even until it is recognized by other countries. Technological developments also affect people's habits, one of which is smartphones. In big cities, from children to adults, they are familiar and familiar with using smartphones. So a combination is needed by following the development of science and technology today. There needs to be an application or website as a place for art collections in Indonesia.

Literature Review
Research conducted by Suci Lya Waty and Jenih: The results with this application, they can easily learn knowledge about Indonesian culture, including traditional clothes, traditional houses, traditional weapons, and traditional dances so that this application is expected to help the interest of the community, especially children, to get to know Indonesian cultural arts more. It was concluded that this application made it easy to introduce Indonesian culture which could be accessed via an Android-based smartphone. Suggestions for this application are expected to help the interest of the community, especially children, to get to know Indonesian art and culture, which is a legacy from our ancestors so that it can be maintained, cared for and preserved 18 .
Research conducted by Sugiyanto and Dzuha Hening Y.: In this educational game for children can learn through interesting visualization about traditional clothes and houses. The selected game genre is an adventure, where players will complete challenges encountered during go on an adventure in search of custom pieces of clothing and houses. With this game, it is hoped that the children will be enthusiastic about 16  learning culture because the game-based educational media is more offers a fun learning process 19 .
Research conducted by Emiliana M. Moelbatak, P. David Amfotis, and Mathilda Pia Bone: Making this application with a multimedia development method, as well as a questionnaire method for appraising end users. The object of research for elementary school children in grade V. This application is in the form of a file with the extension .swf. This learning media can be an alternative learning media that helps students in introducing Dawan's cultural diversity 20 .
Research conducted by Hendra Gunawan, Yosep Septiana, and Erwin Gunandhi: The research method used is Multimedia Development Live which has six stages, namely concept, design, collection materials, manufacture, testing, and distribution. The result of this research is learning media an introduction to the diversity of Indonesian culture based on android which features 34 provinces in Indonesia. Through learning media, the introduction of Indonesian culture can improve learning and make it easier for users, namely students in learning the introduction to the diversity of Indonesian culture 21 .
Research conducted by Hendrik Rusdian Arifudin and Budi Yanto: This application development uses the waterfall model. This model takes a systematic and sequential approach starting from the level of application requirements and then to the analysis, design, script, testing or verification, and maintenance stages. It is hoped that later it will facilitate the delivery of material and understanding of students which will have a direct impact on the increase in learning achievement of Cultural Arts 22 .
Research conducted by Steavan Stasia Tafui: Apart from being able to be used for mobile phones, this application can also be operated via a tablet, so that this application can be used for all people from various groups. This application provides information to users about the various cultures of Belu district in the form of traditional dances, musical instruments, traditional houses, folk songs, and traditional clothes in the form of articles, pictures, and videos. In system testing, it is known that the application can run at least on Android version 4.2 (Jelly Bean). In testing the user, it is known that the majority of the applications are good 23 . 19  Research conducted by Benni Pane, Xaverius Najoan, and Sary Paturusi: In this study, the author uses the Waterfall methodology in making applications. This application is to introduce Indonesian culture about traditional food, traditional houses, traditional weapons, traditional dances, and traditional songs. The Indonesian Cultural Diversity Educational Game application is a means for playing and learning to children easily and interestingly 24 .
Research conducted by Ni Komang Sutiari, I Ketut Gede Darma Putra and I Made Sunia Raharja: The augmented reality application being developed is dynamic so that adding content can be done without modifying the program code. The application successfully visualizes 6 traditional houses from 6 provinces in Indonesia, namely the traditional houses of the Provinces of Bali, Papua, Banten, Lampung, West Sumatra, and Aceh. The application has 4 scenes namely Main Menu, Start, Guide, and About, as well as 4 features namely Info, Rotate, Scale, and Share. The test results show the application can display 3-dimensional objects of traditional houses by tracking markers on 2dimensional images 25 .
Research conducted by Mega Orina Fitri: This application contains learning media, traditional clothes, traditional dances, traditional songs, traditional houses, musical instruments, as well as traditional weapons in Indonesia. This application runs on devices on smartphones based on android and is designed using Phonegap with web programming languages such as HTML, CSS, and Javascript black box. The result of this research is media design learning the introduction of Indonesian culture, this application is intended specifically for students 26 .
Research conducted by Arifiati Fitri Anggraini, Nena Erviana, Sofiya Anggraini, and Didik Dwi Prasetya: In this educational game children can learn with interesting visuals. The genre of this game is an adventure (adventure), where children or players of this game will complete the challenges they encounter while on an adventure to find suitable objects. The results of this development are expected to help children to be enthusiastic and more motivated to learn Indonesian culture 27 .

B. METHODS
At this time of writing, using several steps in designing or creating Busana Apps. Several writing steps were taken, as follows: 2. Entity Relationship Diagram, 3. Data Flow Diagrams, and 4. Unified Modeling Language.
The steps above will be carried out according to the arrangement or needs in the future development of Busana Apps. The following is an explanation of each of the stages above, as follows: 1. System Requirements are specifications that define the functions that must be owned by the information system to be built. The following is an explanation of the function of the system requirement below: a. Functional Requirements: a. Context Diagram, the context diagram in Busana Apps is the initial flow that occurs in the application which consists of input made by the user to the application, and the output that the user gets from the application. As in Figure 3. below: 1.) When the user enters the application and the application displays a selection of art as a choice of the quiz to play.
2.) When the user selects art, the application will display a selection of regions that can be selected by the user.
3.) When the user selects the area, the application will display the puzzle questions that must be solved.
4.) When the user completes the puzzle, the application will display the result which is a description of the related art.

Context Diagram Busana Apps
b. Data Flow Diagram (DFD) level 0 is an advanced form of context diagram and describes per process contained in the application. As in Figure 4. below: 1.) When the user enters the application and enters the name as the username, the user name data will be saved in the application database. Choose Area 2.) After the user enters the application, the application will display a selection of art. Then the art selection results will be saved and processed in the application, 3.) Then after the user selects what art to play, the application will display a selection of regions. The user can choose which blood to play with.
4.) Then the application will display the puzzle that must be completed. Then the user completes and when the puzzle is completed, the application will display a description of the art explanation contained in the puzzle problem. 1.) When the user selects art, then the application will then display a selection of areas that must be selected by the user. The area is an area in Indonesia.
2.) Then the system processes the choices from the user and selects the options in the database.
3.) After the art selection is selected, the application will display the puzzle that must be completed. When the user completes an art puzzle, the system will then display a description of the art that was previously a puzzle.

Figure 5.
Application Flow (Select Art) Busana Apps b. Application flow (selecting area) the flow of the application described in UML when selecting regions. As in Figure 6. below: 1.) When the user selects art, then the application will then display a selection of areas that must be selected by the user. The area is an area in Indonesia.
2.) Then the system processes the choices from the user and selects the options in the database.
3.) After the art selection is selected, the application will display the puzzle that must be completed. When the user completes an art puzzle, the system will then display a description of the art that was previously a puzzle.  Figure 6.

C. RESULTS AND DISCUSSION
Based on the design of the appearance (interface) on Busana Apps that has been done with the help of various software. So the following is the initial appearance of Busana Apps, as in Figure 7. below:

Home Menu Interface Busana Apps
In Figure 7. above is the Home Menu Interface in the Busana Apps, which is a display of art choices. On this page, the user can select the art he wants to play. The user can simply press the icon of the desired art.  Figure 8.

Regional Selection Menu Interface Busana Apps
In Figure 8. above is the Area Selection Menu Display after the user selects the part to be played on the area selection page. On this page, the user selects which area to play. Users can choose areas in Indonesia. Just like on the art selection page, users can simply press the icon for whichever area they want.

Puzzle Menu Interface Busana Apps
Furthermore, in Figure 9. above the user will be taken to the page to solve the puzzle. On this page, the user can solve puzzles that are the result of a selection of arts and regions. Just like in puzzle games in general, users only need to shift the previously random parts into a picture in their proper position.

Puzzle End Menu Interface Busana Apps
In Figure 10. above, after the user has completed the puzzle, the next display is the result of the finished puzzle. On this page, the user will be explained in the form of a description of the art and its origin and other explanations. On this page, users are expected to gain new knowledge about these arts As a citizen of Indonesia, it is appropriate to know and preserve Indonesian culture. This introduction to Indonesian culture should be started since childhood. Children, especially elementary school-age children, must be equipped with knowledge of various cultural arts in Indonesia because the elementary school level is very effective in introducing cultural arts so that Indonesian children have a sense of love for the country. However, children can only learn knowledge about cultural arts in Indonesia at school and children tend to choose to play games using an Android-based smartphone. Budaya Apps (Budaya Khas Nusantara Applications) is an application that displays a variety of cultures in Indonesia, from dance, music, and fine arts. This application is expected to help the interest of the community, especially children, to get to know the arts and culture in Indonesia, which is a legacy from their ancestors so that they can be maintained, cared for, and preserved properly. The results offered in this application are in the form of a puzzle game, which is an interactive game that can stimulate children's thinking patterns. Even with the Covid-19 pandemic like this, that cannot make people visit art venues. However, with this application, the public can get to know more about the arts in Indonesia.

D. CONCLUSION
Based on the writing that has been done that the application can provide education to the general public. Besides, it can provide convenience to introduce Indonesian culture on a national scale. This is due to being gradually replaced by foreign cultures. Has the advantage that it is accessed anywhere and anytime via a smartphone. The concept interface follows the development of science and technology in today's rapidly developing era. With the hope that this application can be useful and help the interest of people who still want to know the national scale culture. So future generations, especially children, will not forget the results of their previous ancestors. Besides, this program can at least help government work programs. Especially the Ministry of Education and Culture, which must preserve the diversity of cultures in West Java. In future planning, the writer will interface or add back diversity nationally that has not been published. This is because Indonesia has 33 provinces spread across various islands. This is so that the writing idea is sustainable and answers one of the challenges of Golden Indonesia 2045.