Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach

Authors

  • Yulyani Arifin Bina Nusantara University
  • Martin Martin Bina Nusantara University
  • Ryan Ryan Bina Nusantara University
  • Ryan Dratama Bina Nusantara University

DOI:

https://doi.org/10.21512/comtech.v9i1.4171

Keywords:

gamification, user design approach, ancient kingdom, Nusantara kingdoms

Abstract

The purpose of this research was to conserve the history of Nusantara kingdoms with the interesting way for the students. The researchers proposed a method by combining the history of ancient kingdoms in Nusantara with the game. It was done by using gamification with the user-centered design approach. The data collection used questionnaires and literature review. Moreover, the researchers identified the resources by applying the gamification element, developing the game based on user requirement, and evaluating the usability testing. The result shows that the implemented gamification in learning Nusantara can attract the students to learn about history. Based on the result of usability testing that has already been tested using the prototype, it proves that the user interest to learn the history of the ancient kingdom in Nusantara is increased. The results also imply that gamification indeed is one of a suitable method to be used as a medium for students to learn about history, especially the ancient kingdoms in Indonesia.

Dimensions

Plum Analytics

Author Biographies

Yulyani Arifin, Bina Nusantara University

Computer Science Department

Martin Martin, Bina Nusantara University

Computer Science Department

Ryan Ryan, Bina Nusantara University

Computer Science Department

Ryan Dratama, Bina Nusantara University

Computer Science Department

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Published

2018-06-30

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