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Bina Nusantara University
The primary objective of this project is to address the declining interest in Indonesian history among elementary school students by replacing traditional, text-heavy teaching methods with gamified learning tools. The central thesis posits that integrating game mechanics into history education can transform a monotonous, memorization-based subject into an interactive and engaging experience, thereby fostering curiosity and voluntary learning.
The research methodology involved a survey of 60 students in grades 5 and 6, alongside interviews with an elementary school teacher, a professional game developer, and a parent. Data indicates that while 72% of students enjoy playing games, only 22% express an interest in history. Furthermore, 43% of respondents reported that their teachers rarely utilize games in the classroom. The study also included prototype testing of an educational card game across a demographic ranging from 4th to 10th graders and adults. Findings revealed that while younger students struggled with the content due to curriculum gaps, older students and adults found the game both enjoyable and effective as a memory-retention tool.
The study concludes that the current reliance on textbooks and static imagery fails to motivate students. By leveraging visual storytelling and game design elements—such as rules, objectives, and competition—educators can create a more accessible learning environment. The research suggests that gamification is a viable, scalable solution for both school and home settings, capable of bridging the gap between academic requirements and student engagement. The authors advocate for the continued development of high-quality, locally produced educational games to replace imported alternatives and better serve the Indonesian educational landscape.
International Journal of Serious Games · 2025