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Game-Based Learning Session For Communication Skill with Akademi Trainer

Another “Speak To Change: Game-Based Learning Program” was held on November 3-4 2018 in Jakarta. Speak To Change is a program to prepare and train effective communication skill by Akademi Training. For this program, Kummara and Akademi Training collaborate to present Speak To Change boardgame to accompany the session (game-based learning).

This training session was held for 2 days and attended by 36 participants from different backgrounds. Eko began the game-based learning session by explaining Speak To Change boardgame and the gameplay to all participants. For about 60 minutes, participants try to play Speak To Change within their groups.

In the debriefing session, Eko explained how to motivate discussion and active communication using the board game. All the participants were then challenged to create a gameplay variation to match their training goal. This is to make sure that the participants can create an effective training using the board game. The gameplay variations then presented on the second day and tried the variations in their group to make sure that the gameplay works and can deliver the training materials effectively.

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Growing Business Through Innovation at PlayDay BusinessCraft

Another BusinessCraft PlayDay for Corporate was held on October 3rd. More than 15 professionals from various corporations attended this event to learn about innovation and how to grow their business through innovation by using “BusinessCraft”. “Business Craft” is a board game about business innovation and Kummara collaborates with CIAS Business Innovation Consulting in creating this game.

After a brief presentatin from Eko about The Power of Games, participants started to play “BusinessCraft” led by facilitators. For 70 minutes, players must compete to grow their business and pick the right innovation for their products to gain customers and dominate the market. Player with most money at the end of the game is the winner. Through this game, players are encouraged to make the best decision for their business to gain more profit and utilize the best innovation to speed up their business growth.

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The 2nd International Conference on Game, Game Art, and Gamification

Eko became the Vice Chairman of The 2nd International Conference on Game, Game Art, and Gamification (ICGGAG). With the theme of “Bring Games For Greater Good”, this conference was held by GAMELAB Binus University International on September 13-14 2018 at fX Sudirman Campus Binus University International. 56 papers were submitted for the conference and 35 papers were selected to be presented in 5 sessions and will be published.

Beside paper presentations from participants, ICGGAG 2018 also features keynote speech from Daniel Fung Shuen Sheng (Vice Chairman Medical Board, The Institute of Mental Health, Singapore) and Alfred Boediman (CEO, Samsung R&D Indonesia). Eko also presented a special session on the first day of the conference.

ICGGAG brings together scientists, researchers, programmers, designers, computer users, and students to exchange and share their experiences, new ideas, and research results about all aspects of game, game art and gamification.

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Gamification and Game-Based Learning Workshop at PLN Corporate University

Kummara held a gamification and game-based learning for PLN Corporate University staff in Jakarta. Attended by more than 25 participants from different divisions, the workshop defines gamification and game-based learning, also how to implement it at the corporate university for better learning and understanding.

The workshop was held in 2 days, where the learning materials were split differently each day. On the first day, participants learned about game-based learning and how the game can be used to deliver learning materials better. Participants also tried to play BusinessCraft to learn about corporate innovation using the game. On the second day, participants learned about gamification and how it helps to change behavior towards something. Participants also wrote their learning needs to see if it fits gamification or game-based learning.

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“Light The Mind”, Game-Based Learning To Enhance Mental Health Literacy in Kupang

Universitas Islam Bandung (UNISBA), School of Public Health and Community Medicine – University of New South Wales (SPHCM-UNSW) and Kummara initiated “Light The Mind” program, a series of event to raise the awareness of public, especially in Kupang, about mental health. It consists of Focus Group Discussion, Training of Trainers and Workshop using board game as the learning media for 3 days.

More than 70 participants joined the program, from high school students, teachers, and local government officials. 30 of them were trained as facilitators for the workshop. Through interactive learning session, participants got to learn about mental health and understanding different aspects of mental health, especially depression, using “Carpe Diem” board game. In “Carpe Diem”, players will face hard days and help from other players might needed to overcome the day. Otherwise, they will get depression card and their days will be harder in the future.

This program is a pilot event from continuous research plan in developing learning media and process for mental health education that hopefully can be implemented nationwide. This program is supported by Australian Government through Australian Alumni Grant Scheme administrated by Australia Awards in Indonesia.

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Improving Communication Skill with Board Game

Kummara and Akademi Training held “Speak To Change: Game-Based Learning Program” in Jakarta. Speak To Change is a program to prepare and train effective communication skill by Akademi Training. For this program, Kummara and Akademi Training collaborate to present Speak To Change boardgame to accompany the session (game-based learning).

This training session was held for 2 days and attended by 25 participants. Jamil Azzaini (Inspirator Sukses Mulia) started the session by explaining the importance of effective communication skill for training/mentoring/coaching. After that, Eko began the game-based learning session by playing Speak To Change boardgame.

In the debriefing session, Eko explained how to motivate discussion and active communication using the board game. All the participants were challenged to create a gameplay variation to match their training goal. This is to make sure that the participants can create an effective training using the board game. The gameplay variations then presented and tried within the group to make sure that the gameplay works and can deliver the training subject.

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Creating Board Game to Raise Awareness on Environmental Issue

Environment crisis in Indonesia has become a worldwide news. 17% of the total waste in Indonesia is plastic wastes. To raise the awareness and involvement of the public in environment issue, Coral Triangle Center (CTC) and Ludenara held a game design class called “Kelas Game Design: Hadirkan Peduli Lingkungan dengan Gembira”. This event was held on August 11-12 2018 at Center for Marne Conservation. The participants are not only from environmental observers but also from education practitioner and Non-Government Organization (NGO).

For 2 days, participants were challenged to create a board game that can be used to identify the environmental problem in Indonesia and become learning media on how to solve the problems. On the first day, Rili Djohani from CTC explained about environmental problems in Indonesia and Eko Nugroho from Kummara shared about basic knowledge of game design. After that, participants started to build the concept and idea of their game, from choosing an environmental problem as their main theme to rapid prototyping. At the end of the second day, participants successfully created prototypes of several board games.

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Raising Awareness of Mental Health in Youth with Carpe Diem

“Carpe Diem” is a board game developed by Kummara and Faculty of Medicine Bandung Islamic University (UNISBA) team also supported by Institute of Mental Health Singapore, aiming to raise youth awareness about mental health and depression. Before the final product released, another playtest was held in early August.

This playtest session was attended by 24 UNISBA students from psychology, economy, and medical school. They were split into 2 groups and in each group they were teamed up to represent 1 character. For about 90 minutes, they need to support each other to overcome 6 hard days, such as public sexual harassment, broke up with their boyfriend/relationship or dropped out of school. They need to be aware because their depression symptom can come out anytime. If one of them cannot survive the day, they will get another depression card, which will make their days even harder in the future. They also can seek help from professional and experts to consult to ease the day.

After the session, all the participants shared the learning points that they get from the game. From their story, they became more aware of depression, the importance of understanding mental health state and also willing to help their friend in needs.

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Enchanced Learning of Supply Chain Management with THINKLog

Eko joined as a speaker at “Review and Cascading Workshop: Global View of Urban Transport Management for Education” in Hotel Borobudur, Jakarta. This event was held by Coordinating Ministry for Economic Affairs, Temasek Foundation International, and National University of Singapore. In his session, Eko talked about serious gaming and its potential for enhanced learning of supply chain management.

As a part of “Temasek Foundation International and National University of Singapore Urban Transportation Management Programme in Indonesia”, Kummara and National University of Singapore Urban Transportation Management Programme collaborated and created THINKLog, a special board game designed specifically to help players learn about Supply Chaing Management (SCM) concepts. This game is designed as such that it can be expanded by including more SCM scenarios to learn other specific topics in SCM without changing the basic game structure.

THINKLog has been evaluated through two interactive sessions with senior government officials and supply chain specialists as a part of a three-day workshop focusing on SCM in August 2016 and May 2017. To evaluate the absorption of the learning objectives, players were asked to list down learning points from the game after the play session and then match it with the intended learning objectives of the game. From the players’ feedback, it was confirmed that their learning points are aligned with the intended learning objectives regardless of the scenario used.


In the event, THINKLog was presented by Dr. Robert de Souza, Executive Director of The Logistics Institute-Asia Pacific to Dr. Ir. Bambang Adi Winarso, Deputy for Commerce and Industry of Coordinating Ministry for Economic Affairs.

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BTN Gamification Concept Workshop for Risk Culture

As a continuation after Risk Champion Workshop, Bank Tabungan Negara and Kummara held a concept workshop for Risk Culture Festival 2018. Risk Culture Festival 2018 (RCF 2018) is an event held by BTN to challenge the staffs in creating a creative campaign about risk awareness through different media, such as jingle, short movie, risk ambassador movie review and poster.

This workshop held for 2 days and aimed to help BTN team in creating different ideas and methodology to create an effective gamification concept to encourage risk culture awareness in the organization. Eko shared the basic gamification theory and knowledge to the participants. Through the session, participants were encouraged to write various objectives from the event and identify which gamification concept that might be implemented to the event to achieve the objective.

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