Dirgantoro, Bayu
Binus University

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Extending Information On Museum Artefacts Through Augmented Reality: Indonesian National Museum Case Dirgantoro, Bayu; Martinez, Jude
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

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Abstract

Jakarta has 62 well-maintained museums but most are still conventional in the way that they mostly display objects or collections with accompanying written information and interactive media is still very limited.[1] In Indonesia, museum curators and managers need to be more creative in presenting objects and information to increase the number of visitors [2].The difficulty of luring visitors to museums has even became a national issue and problem:[1] the Indonesian government considers it as a matter that needs to be addressed. [3, 4] In 2010, the Association of Museums in Indonesia (AMI) and the Ministry of Tourism and Creative Economy declared it the Year of Visiting the Museum [5] as part of the National Movement to Love Museums, which lasted until 2014 [1]. The strategic efforts from the Ministry of Tourism and Creative Economy were then followed up with the introduction of national programs such as Revitalizing Indonesian Museum [5]. Museums should be a place to enhance the learning experience, sharing knowledge, as well as a place to study and conduct research [5]. Here, the museum is required not only as a means of public learning, but must also be able to support the development of study centers in universities [5]. Therefore, adding interactive media using Augmented Reality to Indonesian museums will increase the interest in learning about the local culture and heritage of Indonesia among the Indonesian population, especially students.
Gamification the Learning of Manual Craftmanship Batik Lasem Process through Board Games Dirgantoro, Bayu
Journal of Game, Game Art, and Gamification (JGGAG) Vol 4, No 1 (2019)
Publisher : Binus University

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Abstract

Lasem is a city on the north coast of Java Island Indonesia. Lasem city is an acculturation between Chinese, Moslem and Javanese culture. Lasem is one of the oldest batik production centers in Java. Batik Lasem need to be preserved because it will extinct due to the lack of the interest from the young generation to preserve the technique or create new motives, as well as continuing manufacturing the Batik Lasem. To increase the awareness and interest of young generation about this culture and products, authors aim to protect this preservation through board games that created for young generation in Indonesia. Authors selected board game as a media to introduce the culture of Lasem because using games as an educational tool provides opportunities for deeper learning (MacKay, 2013). The research started with exploring the heritage culture focusing on batik process and motives, theory of educational games and design theory. The research methodology done through qualitative methods: in-depth interviews, testing board games to the targeted market, literature about games as an educational tool. The objectives of this board game are to create a fun and inspired game for young generation with significant educational value about the culture heritage.  This game can be continuing and expanding with other cities in Indonesia and it is very possible to create series of the fun educational games that can tell the beauty of culture that Indonesia has. After several testing processes and designing the board game, the test results in understanding the batik process through game is far more interesting compared to traditional learning method. The idea of simulating technical process through gamification shows a great potential of alternative teaching methodology.