Game Sebagai Media Belajar di Universitas Angkatan Darat Amerika Serikat
Play is our brain’s favourite way of learning. Dari kutipan tersebut, kami belajar bahwa sebuah permainan bukanlah benar-benar hanya untuk bermain, faktanya banyak penelitian yang membuktikan bahwa permainan – atau kami menyebutnya game, bahkan sangat berguna sebagai media belajar. Salah satu contohnya,...
Edukasi Pemilu Lewat Game, Mengapa Penting?
Mengapa penting untuk kita belajar pemilu melalui game? Berikut beberapa aspek yang melandasi kami berpandangan mengapa edukasi pemilu lewat game adalah hal yang penting.
A. Dominasi pemilih muda. Dari daftar pemilih tetap (DPT) pemilu serentak 2019, pemilih berusia 20 tahun mencapai 17.501.278 orang, sedangkan yang berusia 21-30 tahun sebesar...
Edukasi Nilai-Nilai Pancasila Lewat Game. Mungkinkah Lebih Dari Sekedar Kuis Yang Jelas Jawabannya?
Dalam Kamus Besar Bahasa Indonesia (KBBI) kata “Kuis” didefinisikan sebagai: 1. ujian lisan atau tertulis yang singkat; 2. acara hiburan dalam radio atau televisi yang berupa perlombaan adu cepat menjawab pertanyaan; cepat tepat; cerdas cermat; 3. (dalam majalah) daftar pertanyaan sederhana...
Leadership Development Program adalah sebuah Learning Program yang dikembangkan organisasi/perusahaan untuk mempersiapkan talenta yang saat ini dimiliki untuk menjadi pemimpin masa depan (future leader). Objektifnya adalah agar memiliki pool of leaders yang mumpuni agar kemudian organisasi/korporasi bisa beradaptasi dan terus berkembang lebih baik...
Gamification Experience: Insight From The Museum
After found various researches and opinions about gamification on the internet, there was one interesting quote by Tobias Brockmann from University of Duisburg, Essen, “Gamification uses game mechanisms where they are usually not expected. This expectation depends on social, historical and cultural aspects. Consequently, there is not...
Ever wondering why do people love games? the short and obvious answer is: they are fun and boost our mood, especially when we won the game. So, how this enjoyment of playing games is explained psychologically?
According to The Role of Psychology in Understanding The Impact of Computer Games, there is a theory which states that human behavior is driven by the need for competence, autonomy,...
Gamification played a big role for the learning process for Design Thinking, as implemented in Playful Learning Journey with Top Talent Telkom Indonesia.
As part of developing new ways of thinking and problem-solving methods, design thinking has become popular and soon after was rapidly adopted in several world-class brands and taught at leading universities around the world. A flash...
Closing 2021, Kummara back to be involved in the series of Great People Training Program (GPTP) XIV held in 27-31 December. This was third project Kummara collaborated with Telkom for a new employee on-boarding session, after completing GPTP XII in 2020 and GPTP XIII that also held in 2021.
As an interactive leadership development program, Playful Learning Journey GPTP XIV combine game...
With the rapid growth of e-commerce and culinary businesses nowadays, more businesses related to these fields are also increasing. One of them that we can see the progress significantly is creative & innovative packaging business. However, with the current uncertain situation, everything can change at any time. That was the big message that Kummara wanted to convey in the Simulation...
At the end of October, Kummara with Bank Indonesia Maluku Utara organized a series of programs named “GenBI Leadership Practice 2021”.
This program was attended by students fellowship awardee of GenBI by Bank Indonesia Maluku Utara, as their effort to improve the students’ leadership skills. Held for a week, starting from 24-31 October 2021, this program is divided into...