To find out more about gamification, I contacted Eko Nugroho, CEO of Kummara Group, a company that focuses on serious gaming, game-based learning, and gamification in general. Eko explained, basically, gamification is the use of game elements in fields other than games, from education, workplaces, to the military.
The game elements used in gamification are also not always the same. In...
As the second part of the Online Facilitated Game-Based Learning session from the previous one, earlier in September 2020, Kummara became the host of Online Facilitated Game-Based Learning sessions for 277 new employees of Telkom.
The main themes of the play session were Strategic Management and Business Acumen (Entrepreneurship). As an introduction to business strategy, the participants...
In end of August, Kummara became the host of Online Facilitated Game-Based Learning sessions for 277 new employees of Telkom. The play sessions were divided into 4 sessions for 2 weeks to accommodate more intense and interactive engagement.
The main themes of the play session were Change Leadership, Strategic Relationship, and Nurturing People. As an introduction to leadership, the...
On September 27, Eko Nugroho joined as a speaker at CIAS Innovation Week 2020.
The theme was “Gamifying Corporate Innovation” and for 60 minutes, Eko talked about how corporate can motivate their employee’s innovation through internal programs that specifically designed them to become the next innovator. He also emphasized how corporate can gamify the internal learning...
On September 15th, Kummara collaborates with Telkom Corporate University to present Online Facilitated Game-Based Learning (OFGBL) session for Great People Management Program IV (GPMP IV) Batch 43 about purpose and values.
The aim of this session is to increase understanding of the importance of having purpose and values as well as a reminder of Telkom’s purpose and values. Kummara...
On September 15th, Kummara collaborates with Telkom Corporate University to present Online Facilitated Game-Based Learning (OFGBL) session for Holding BUMN Jasa Survey about leadership and collaboration.
The participants of the session are from 3 state-owned enterprises: PT Biro Klasifikasi Indonesia, PT Surveyor Indonesia, and PT Sucofindo. They are divided into different groups based on...
On September 9, Eko Nugroho was invited by Peacesantren Welas Asih for a webinar session about game-based learning for religious education.
This webinar was a part of Guru Abad 21 Workshop by Peacesantren Welas Asih and attended by 40 educators from pre-school to high school level and also 20 educators from Peacesantren Welas Asih.
In his session, Eko talked about how to bring playful...
When it comes to gamification, many people immediately associate it with point, badges and leader boards. Then they concluded, “Oh! For all of that, we definitely need apps!”. Is it really like that?
To answer the questions above, let’s first try to understand the Point, Badge, and Leaderboard (PBL) functions.
1. POINT
In a game, points function as a form of...
On August 25th, Kummara collaborates with Telkom Corporate University to present Online Facilitated Game-Based Learning (OFGBL) session for Great People Management Program III (GPMP III) Batch 46 about the importance of purpose and values.
Attended by 30 participants, Kummara team facilitated the Laksamana game session for 60 minutes. In Laksamana, each group lead by 2...
On August 18, Eko became a speaker for “Berbagi Kebaikan Bagi Indonesia Melalui Industri Boardgame” public class held by Universitas Surabaya Innovation Hub.
For 30 minutes, he delivered a talk about “Boardgame, Pandemic, and Indonesian Education Reform”. In his talk, Eko emphasized how pandemic can be translated as a new start and the young generation can use this...