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Journal of Games, Game Art, and Gamification
This study explores the integration of gamification into character education programs at the Bandung State Polytechnic in Indonesia. The primary objective is to utilize web-based gaming tools to reinforce national cultural values and Pancasila principles among students. By focusing on the prominent character traits of Indonesia’s ten largest ethnic groups—including the Dayak, Sunda, Jawa, and Minangkabau—the project aims to move beyond abstract instruction toward a more engaging, practical learning experience that fosters traits such as honesty, cooperation, and resilience.
The research methodology employs a three-pronged approach: qualitative-explorative, qualitative-descriptive, and evaluation. Data collection involved in-depth interviews with industry partners and focus group discussions to identify key ethnic characteristics and define the technical requirements for the gamified content. The resulting product, developed using RPG Maker MV, functions as a visual novel-style game. It incorporates mechanics such as leaderboards, badges, and variable-based challenges that require students to make ethical decisions, manage resources, and collaborate in teams. The system is designed for a blended learning environment, where mentors share screens via online meeting platforms while students interact with the game via mobile devices to track their progress and performance.
Findings indicate that gamification effectively increases student motivation and provides a more accessible, enjoyable atmosphere for studying complex national identity subjects. The evaluation process, which included user trials with students and lecturers, confirmed that the game successfully translates abstract character values into objective, relatable scenarios. The study concludes that this interactive approach not only improves student engagement but also offers a scalable model for other educational institutions to strengthen character education through technology-based, culturally relevant learning media.
Pamulang University · 2025