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Original Research Article

Laban-Based Movement Literacy Game for Enhancing Students’ Thinking Skills


旨在提升学生思维能力的拉班舞谱动作素养游戏研究

Volume 12, Issue 1, Pages 4-15

Authors

Dinny Devi Triana1,*, Riyan Arthur1, Yuliawan Kasmahidayat2, Khairul Anuar Bin Zainudin3, Fikri Nurcahya1
Affiliation:
1Graduate School, State University of Jakarta, Indonesia
2Research and Community Service Institute, Indonesia University of Education, Indonesia
3Faculty of Film, Theatre and Animation, Mara University of Technology, Malaysia

ABSTRACT

This study developed and tested a Labanotation-based movement literacy game designed to foster analytical, creative, and reflective thinking skills among junior high school students. The research employed a Research and Development (R&D) approach guided by the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) framework, involving expert validation, a small-scale pilot with university students, and a larger implementation with 79 junior high school students in Jakarta and Banten, but 45 students were able to complete the exercises up to practice chart level 6. Data were collected through gameplay scores, motion detection records, classroom observations, and interviews and analyzed using descriptive statistics, regression methods, and thematic coding. Findings indicated that students were actively engaged in interpreting symbols and performing embodied tasks, though technical limitations and cultural considerations influenced their experiences. Symbolic knowledge alone did not automatically translate into embodied reflection, highlighting the importance of motivation, context, and bodily involvement. This study contributes to the discourse on embodied cognition and game-based pedagogy by presenting a culturally adapted model of movement literacy. Future research should refine motion detection algorithms, expand trials across schools, and further explore how body, symbol, and culture interact to shape higher-order thinking.

摘要

本研究开发并测试了一款基于拉班舞谱(Labanotation)的动作素养游戏,旨在培养初中生的分析、创造和反思性思维能力。研究采用研发(Research and Development, R&D)方法,并在 ADDIE(分析、设计、开发、实施与评估)框架指导下展开,涵盖了专家验证、大学生小规模试点,以及在雅加达和万丹地区 79 名初中生中的更大规模实施。其中,45 名学生顺利完成了第 6 级练习图表的全部练习。本研究通过游戏得分、动作检测记录、课堂观察和访谈收集数据,并采用描述性统计、回归分析和主题编码进行处理。研究结果表明,学生能够积极投入于符号解读与具身任务的执行中,但技术限制和文化因素影响了他们的学习体验。单纯的符号知识并不能自动转化为具身反思,这凸显了学习动机、所处情境和身体参与的重要性。本研究通过提出一种具有文化适应性的动作素养模型,为具身认知和游戏化教学的相关讨论作出贡献。未来研究可进一步优化动作检测算法,扩大跨校试点,并深入探讨身体、符号与文化在形成高阶思维中的交互作用。

KEYWORDS

Movement literacy, Labanotation, Educational game, Thinking skills, Embodied cognition.

关键词

动作素养, 拉班舞谱, 教育游戏, 思维能力, 具身认知.

History

Received July 2026

Accepted July 2026

DOI

10.67806/CAET/2026/12/1/02

Author Notes

*Corresponding author. Email:

Open Access

This is an open access article distributed under the CC BY 4.0 license (https://creativecommons.org/licenses/by/4.0/).

ACKNOWLEDGEMENTS

We would like to express our sincere gratitude to the Head of the Institute for Research and Community Service at Universitas Negeri Jakarta for the financial support provided for this research. We also extend our appreciation to the Director of the Graduate School, the Coordinators of the Master’s and Doctoral Programs in Educational Research and Evaluation, the Coordinator of the Undergraduate Dance Education Program, and the Coordinator of the Master’s Program in Arts Education. Our heartfelt thanks also go to the Head of the Cultural Arts MGMP of DKI Jakarta, and to the dance teachers who supported the trial implementation of the game with junior high school students in several schools.

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Journal
Journal Creative Arts in Education and Therapy
Volume Volume 12
Issue Issue 1
Year 2026

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