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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Main Authors: Yulyani Arifin, Martin Martin, Ryan Ryan, Ryan Dratama
Format: Article
Language:English
Published: Bina Nusantara University 2018-06-01
Series:ComTech
Subjects:
Online Access:https://journal.binus.ac.id/index.php/comtech/article/view/4171
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spelling 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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