Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach
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 approac...
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Bina Nusantara University
2018-06-01
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Online Access: | https://journal.binus.ac.id/index.php/comtech/article/view/4171 |
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doaj-2bcd1b5e95704dba9f9ec82458e2a55f2020-11-25T02:11:22ZengBina Nusantara UniversityComTech2087-12442476-907X2018-06-019191410.21512/comtech.v9i1.41713277Gamification for the Ancient Kingdom of Nusantara with User-Centered Design ApproachYulyani Arifin0Martin Martin1Ryan Ryan2Ryan Dratama3Bina Nusantara UniversityBina Nusantara UniversityBina Nusantara UniversityBina Nusantara UniversityThe 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.https://journal.binus.ac.id/index.php/comtech/article/view/4171gamification, user design approach, ancient kingdom, nusantara kingdoms |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Yulyani Arifin Martin Martin Ryan Ryan Ryan Dratama |
spellingShingle |
Yulyani Arifin Martin Martin Ryan Ryan Ryan Dratama Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach ComTech gamification, user design approach, ancient kingdom, nusantara kingdoms |
author_facet |
Yulyani Arifin Martin Martin Ryan Ryan Ryan Dratama |
author_sort |
Yulyani Arifin |
title |
Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach |
title_short |
Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach |
title_full |
Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach |
title_fullStr |
Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach |
title_full_unstemmed |
Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach |
title_sort |
gamification for the ancient kingdom of nusantara with user-centered design approach |
publisher |
Bina Nusantara University |
series |
ComTech |
issn |
2087-1244 2476-907X |
publishDate |
2018-06-01 |
description |
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. |
topic |
gamification, user design approach, ancient kingdom, nusantara kingdoms |
url |
https://journal.binus.ac.id/index.php/comtech/article/view/4171 |
work_keys_str_mv |
AT yulyaniarifin gamificationfortheancientkingdomofnusantarawithusercentereddesignapproach AT martinmartin gamificationfortheancientkingdomofnusantarawithusercentereddesignapproach AT ryanryan gamificationfortheancientkingdomofnusantarawithusercentereddesignapproach AT ryandratama gamificationfortheancientkingdomofnusantarawithusercentereddesignapproach |
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