On November 22nd, Coordinating Ministry for Economic Affairs held a THINKLog Play Workshop, inviting several institutions in Indonesia. Kummara had the opportunity to present THINKLog, a special board game designed specifically to help players learn about Supply Chain Management (SCM) concepts, and lead the play session.
THINKLog learning program is an integrated and interactive learning program to promote optimal and effective implementation of logistics and supply chain management. The aims are enhancing public awareness and understanding about the important role of logistics and supply chain management, enhancing logistics and supply chain management program (at universities and corporate learning) and implementing THINKLog game as new standard tools for logistics and supply chain learning and research program.
The basic version of THINKLog was played where a team of 4 players with a different role (retailer, distributor, wholesaler, manufacturer) will compete with other team in the same table and prove that their team has the best supply chain management by having the least backlog. After the play session, each team explained their insights from the game and ideas on how to use the game to optimized logistic learning in their institution.
“Game-Based Learning Workshop in IP Business Strategy” was held on the first day of World Conference on Creative Economy (WCCE), November 6th in Bali Nusa Dua Convention Center. This workshop is a part of WCCE’s creative session and a collaboration work between Indonesia Creative Economy Agency (Badan Ekonomi Kreatif Indonesia/BEKRAF), Kummara and Danumaya Dipa.
In his opening speech, Joshua Simandjuntak, Deputy for Marketing of BEKRAF, pointed out the importance of understanding the concept of IP and its strategy to build and commercialized IP. The session was held to give a basic understanding of how IP can be developed into different media as a part of commercialization strategy. After that Eko introduces IdeaPolis, a board game that specially designed to learn about the concept and strategy of Intellectual Property (IP).
More than 60 participants from various background attended the session and splitted into groups with facilitators. Eko lead the few first rounds to give explanation about the gameplay and the goal of the game. For about 1 hours, participants played the game and competing to make the best strategy to gain more fans.
In the de-briefing session led by Robby Wahyudi from Danumaya Dipa, participants got to shared their insights after playing the game. Robby also gave some tips to the participants on how to make a better strategy for the IP to grow and success.
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.
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.
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.
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.
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.
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.
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.
“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.