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ZAKUMA, A Card Game About Zakat

BAZNAS collaborated with Kummara to present ZAKUMA (Zakat Untuk Umat) card game. The game was first introduced on BAZNAS (Badan Amil Zakat Nasional)’s anniversary this year.

ZAKUMA board game explained the potential of zakat for the prosperity of people. Players are encouraged to work together and help each other in distributing collected zakat to those in needs and also running social program such as education and healthcare. In the game, player who distribute the most zakat or running more programs will win the game.

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Gamifying Risk Awareness at BTN Risk Champion Workshop

Kummara held an interactive workshop for Bank Tabungan Negara (BTN) staff in Jakarta. Attended by more than 150 participants from various BTN branch office, the workshop challenged the participants to create a creative campaign about risk awareness. This workshop is also a part of Risk Culture Festival 2018 held by BTN.

For 2 hours, groups of participant competed to make the best campaign about risk awareness in various formats: poster, comic, jingle and movie review. Each group was provided with a basic kit of stationary and could upgrade it through auction. Peer review session was held after that and every group can give star badge for groups with best campaign. At the end of workshop, 5 groups with the best campaign were awarded and given the title as BTN Risk Guardian.

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Encouraging A Better Lab with LaboReady

Kummara and Lab Mania Indonesia collaborate to present LaboReady. LaboReady is a co-operation card game to encourage quality improvement of lab in Indonesia. This game was first introduced at The 5th LabIndonesia event in Jakarta.

Before introducing the game, Eko explained to the participants about game-based learning, how game can be used as interactive learning media and how Laboready can be used to encourage lab to be better. After a brief explanation, participants then joined the game session. In the game, each player works in one lab and needs to work together so the lab can implement ISO 17025:2017. Kummara hopes LaboReady can reach more labs in the near future so Indonesia will have more great labs with great standard.

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Board Game For Peace at Convey Day

Board Game For Peace took part in Convey Day held in Fairmont Hotel, Jakarta. Convey Day was held by Convey Indonesia, a collaborative program of PPIM UIN Jakarta and UNDP. In this event, the result of creative and comprehensive research by 19 Convey Project partners in countering violent extremism was showcased.

Board Game For Peace project became one of the highlights of the event. Alumni from Solo and Makassar shared their stories on the main stage about the outtakes of the project and how they can spread the values of peace and tolerance using Galaxy Obscurio. Until now, Board Game For Peace has reached 358 direct beneficiaries and more than 2000 indirect beneficiaries.

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Bringing New Perspective of Game for Education at #NgobrolGame Bandung

After Depok, Bandung became the host for #NgobrolGame event. Partnered up with Pustakalana, Ludenara held the event at Simpul Space #3, Bandung. The topic for the event was game and the impact for education.

For the first session of the event, Eko talked about the importance of play and how game can be used to enhance education in school and family. “Children between 3-6 years old play to learn about exploration and problem-solving,” said Eko.

On the second session, participants asked anything they want to know about game and it relation with education. Eko not only answer the question, but also discussed the question with the participants as they were encouraged to share their mind about the question. In the end, we hope everyone who attended the event can get new perspective about game in education sector.

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Discover The Potential of Game For Education at #NgobrolGame Depok

Earlier this month, Eko joined #NgobrolGame session at Code Margonda, Depok. #NgobrolGame is an event from Ludere Nusantara (Ludenara) collaborating with Code Margonda as their partner in Depok to encourage discussion about game and its implementation in education sector in Indonesia.

Attended by more than 20 participants, they shared their opinion about game and asked some questions related to it. Some participants also shared their experience in using game for education in their family and school. Through the session, Eko also emphasized the importance of playing as a part of learning process for children. At the end of session, 2 participants were selected as PlayTime host and will conduct PlayTime sessoin in Depok.

The second #NgobrolGame will be held in Bandung, March 10 2018.

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The Launching of Aquatico Board Game

On February 23rd, Marine Ecosystem Game-based Learning Session was held at CTC Center for Marine Conservation, Sanur, Bali. The event also a part of Aquatico board game launching and was attended by 40 participants.

Aquatico, developed in collaboration between Coral Triangle Center, Kummara and Manikmaya Games, aims to tackle key concepts such as interconnectedness amongst ecosystems and the value of working together to protect the environment and make these concepts understandable to varied audiences.

“Our hope is that we can bring Aquatico to every home in Indonesia and even all over the world, so every family can deliver a little bit of motivation to our younger generation to help save the environment together,” said Eko Nugroho, CEO of Kummara.

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Spread the Message of Peace and Tolerance at Boardgame For Peace Padang

Continuing Boardgame For Peace project in 2017, this year Boardgame for Peace started in Padang. Joined by 60 participants from high school and university students, this 2-days workshop shared about the importance of peace and tolerance, also on how to spread the message to more youth as they will become the agent of peace.

Rio joined on the second day of the workshop to introduced “Galaxy Obscurio”, a board game created by Peace Generation Indonesia and supported by Kummara, to all the participants. He also explained about board game in general and its positive impact in different areas. Then Rio led the game session where all the participants played “Galaxy Obscurio” with their own group.

Participants were given a mission to play “Galaxy Obscurio” with as many people as they meet around workshop location. They also need to share the message about peace and tolerance after they play the game together.

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Understanding Mental Health and Depression through “Carpe Diem” Playtest Session

“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. Last November, Kummara held the first playtest session and this month we continue to hold the second playtest session.

This playtest session was attended by 24 medical students from UNISBA. They were divided into groups of 3 and each group represents 1 character. For about 1 hour, they need to support each other to overcome bad days, such as got into a traffic accident, broke up with their boyfriend/relationship or dropped out of school. If one of them cannot survive the day, they will get a depression card, which will make their days even harder. They also can seek help from professional and experts to consult so that they can survive the day.

After the session, all the participants shared the learning points that they get from the game. We were happy to see that after the game session, they became more aware about depression and willing to help their friend when in needs.

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Working Memory Game for ADHD Children

Kummara collaborates with the Gamelab Team Computer Science Program of Binus International and Rumah Sakit Cipto Mangunkusumo (National Hospital of Cipto Mangunkusumo) lead by dr. Tjhin Wiguna to creates Permainan Memori untuk Anak-Anak (Memory Games for Children).

The game is designed to help improving working memory of children with ADHD symptoms. The core gameplay is focused on pick and delivery concept where a player needs to deliver several items to several places. It provides variations in clue in form of visual, sound, and combining both. The initial game (design) concept is provided by Kummara team with Brendan Satria as Lead Game Designer and developed by the Binus Gamelab team lead by Mr. Raymond Bahana.

The initial research program has completed by involving students from several elementary schools in Jakarta and has provided positive results also significant impacts of the game as intervention media. We are really proud to see that one of our collaboration projects has proven to have a positive impact.

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