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 Chain 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.
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.
On May 29-31 2018, Kummara together with HIVOS have conducted a pilot program on implementing game-based learning approach to promote and enhance public awareness of renewable energy. The pilot program consists of two main activities, the training of facilitators (for teacher) and implementation in elementary and junior high schools. The pilot is conducted on Sumba Island, with the involvement of 20 teachers and more than 50 students from several schools in Sumba.
For the purpose of the program, in collaboration with HIVOS, Kummara have designed a special board game entitled “AKATARA”. Akatara means “Energy” in Sanskrit. The game is designed for elementary and junior high school students, but everyone can play and have fun with it. The game intends to trigger our imagination on the potential of renewable energy for greater impact.
AKATARA production is funded through Australia Global Alumni program and HIVOS. Designed and produced by the team from HIVOS and Kummara.
On May 24, Corporate Innovation Asia (CIAS) with Kummara and Klub Inovator Bisnis held Business Craft Play-Day at fX Sudirman. Attended by 150 participants from various multinational company, small/medium enterprise and business community, all participants were excited to try Business Craft board game.
Business Craft is an innovative business simulation board game with learning materials from “Rise Above the Crowd” book by Indrawan Nugroho. This game can be played with 3-15 players and was designed by Indrawan Nugroho, Eko Nugroho and Isa Akbar. In the game, players own a business and will compete with other players to gain the most profit by the end of the game by planning the strategy and innovation card that can be used to amplify the business.
Before playing the game, Eko briefly explained the game concept to the board game. Then, Eko led the tutorial round for all participants. After the tutorial round, participants played Business Craft board game for total 5 rounds with the help from facilitators. After the play session, the winner from each table then gave their insights about the game and their strategies on how to win the game.
If you are interested in Business Craft, you can buy the game at CIAS Innovation Camp di Jalan Sepat 37A, Kebagusan, Jakarta Selatan or contact Novi at 0857 1808 4475.
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.
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.
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.
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.
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.
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.