Ryan, Ryan
Bina Nusantara University

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Gamification for the Ancient Kingdom of Nusantara with User-Centered Design Approach Arifin, Yulyani; Martin, Martin; Ryan, Ryan; Dratama, Ryan
ComTech: Computer, Mathematics and Engineering Applications Vol 9, No 1 (2018): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v9i1.4171

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.