Digitalization of Archipelago Cultural Insight Education Using Extreme Programming Method

  • Ade Putra Universitas Bina Darma, Indonesia
  • Firamon Syakti Universitas Bina Darma, Indonesia
  • Azhara Ananda Universitas Bina Darma, Indonesia
  • Verinditha Oktiza Armelia Universitas Bina Darma, Indonesia
Keywords: extreme programming, cultural education, android application development, multisensory learning


This paper presents the development of the Archipelago Cultural Insight Education Application, an Android-based platform designed to enhance the learning of Nusantara’s rich cultural heritage. Utilizing Extreme Programming (XP), an agile software development methodology, the application was developed to accommodate the dynamic requirements of educational content and interface design. The XP approach facilitated rapid iterations and continuous feedback, ensuring the application remained aligned with educational goals and user needs. The application features a user-friendly interface with dedicated sections for Traditional Houses, Local Attractions, Regional Foods, Folk Songs, and other cultural elements. Each section provides comprehensive data and detailed descriptions that aim to educate and engage users. The design prioritizes intuitive navigation and ease of content management, which is critical for the educational effectiveness and sustainability of the app. Moreover, the integration of multisensory learning elements, such as auditory content in the Folk Songs section, enhances the educational experience by providing a more immersive understanding of the cultural context. The application's development process and its features illustrate the benefits of applying agile methodologies in educational technology, highlighting how they can be used to produce a robust, engaging, and informative educational platform. This study contributes to the field by demonstrating the practical application of agile principles in the design and implementation of educational technology that effectively bridges cultural education and digital innovation.


Download data is not yet available.


J. Di, J. Wang, and L. Zhang, "The research in mobile learning based on android smartphone platform application," in 2012 International Conference on Computer Application and System Modeling, Atlantis Press, Aug. 2012, pp. 1404-1407.

M. N. AlSubie and O. B. Bahri, "Educational platform based on smartphone to increase students’ interaction in classroom," International Journal of Advanced Computer Science and Applications, vol. 13, no. 10, 2022.

K. Nikolopoulou, "Students’ mobile phone practices for academic purposes: strengthening post-pandemic university digitalization," Sustainability, vol. 14, no. 22, p. 14958, 2022.

Ö. Efiloğlu Kurt, "Learning with smartphones: the acceptance of m-learning in higher education," Online Information Review, vol. 47, no. 5, pp. 862-879, 2023.

M. Salehudin et al., "The use of smartphones for online learning interactions by elementary school students," Pegem Journal of Education and Instruction, vol. 13, no. 1, pp. 92-99, 2023.

Q. Widayati and U. Ependi, "Rancang bangun aplikasi kamus istilah akuntansi pada smartphone dengan metode extreme programming," Semnasteknomedia Online, vol. 2, no. 1, pp. 1-13, 2014.

R. D. Gunawan et al., "Penerapan Pengembangan Sistem Extreme Programming Pada Aplikasi Pencarian Dokter Spesialis di Bandarlampung Berbasis Android," Format J. Ilm. Tek. Inform., vol. 8, no. 2, p. 148, Feb. 2020, doi: 10.22441/format.2019.v8.i2.008.

M. Rachmaniah, P. Ardi, and M. I. Prakasa, "Sistem Pencatatan Transaksi Distribusi Cabai Menggunakan Extreme Programming dan Teknologi Blockchain," JUSTIN J. Sist. Dan Teknol. Inf., vol. 10, no. 2, Art. no. 2, Jul. 2022, doi: 10.26418/justin.v10i2.46663.

R. Ulandari, N. O. Syamsiah, and R. Maulana, "Penerapan Extreme Programming Untuk Mengakomodir Perubahan Kebutuhan Pengguna Dalam Pembuatan Aplikasi Persediaan," J. Sist. Inf. Akunt., vol. 2, no. 2, Art. no. 2, Sep. 2021, doi: 10.31294/justian.v2i02.1001.

T. Ardiansah, Y. Rahmanto, and Z. Amir, "Penerapan Extreme Programming Dalam Sistem Informasi Akademik SDN Kuala Teladas," Journal of Information Technology, Software Engineering and Computer Science, vol. 1, no. 2, pp. 44-51, 2023.

U. Ependi and Q. Widayati, "Extreme Programming Study Method Case Study on Designing of Accounting Term Dictionary," Explore J. Sist. Inf. Dan Telematika Telekomun. Multimed. Dan Inform., vol. 3, no. 2, Art. no. 2, Jun. 2013.

H. Mayatopani, "Pengembangan Website Pengaduan Masyarakat Menggunakan Pendekatan Extreme Programming," Jurnal Ilmiah Sistem Informasi Akuntansi, vol. 3, no. 2, pp. 136-145, 2023.

M. Sidik, S. Fauziah, and W. Hadikristanto, "Sistem informasi perpustakaan pada SMPN 1 Karang Bahagia berbasis web menggunakan metode extreme programing," INFOTECH: Jurnal Informatika & Teknologi, vol. 4, no. 2, pp. 247-258, 2023.

Abstract views: 321 times
Download PDF: 96 times
How to Cite
Putra, A., Syakti, F., Ananda, A., & Armelia, V. (2024). Digitalization of Archipelago Cultural Insight Education Using Extreme Programming Method. Journal of Information Systems and Informatics, 6(1), 579-588.