
FGBL Laksamana: Program Interaktif untuk Implementasi Core Values AKHLAK di BUMN
Kummara, perusahaan yang fokus di bidang game design consultant meluncurkan program interactive learning Facilitated Game-Based Learning (FGBL) Laksamana. Program ini dirancang khusus untuk membantu peserta memahami dan mengimplementasikan core values AKHLAK yang mana adalah nilai-nilai utama yang harus dimiliki para pekerja di sektor BUMN.
Baca Juga: Pentingnya Game-Based Learning Untuk Pengembangan Karyawan di Perusahaan
Core values AKHLAK merupakan singkatan dari Amanah, Kompeten, Harmonis, Loyal, Adaptif, dan Kolaboratif. Core values ini menjadi landasan bagi seluruh pekerja BUMN dalam menjalankan tugas dan tanggung jawabnya.




FGBL Laksamana menggunakan metode pembelajaran berbasis permainan (game-based learning) yang interaktif dan inovatif. Dalam program ini, peserta akan berperan sebagai kru kapal ekspedisi bawah laut dengan misi yang sangat penting dan berbahaya. Selama sesi, peserta akan dihadapkan pada berbagai tantangan yang membutuhkan implementasi core values AKHLAK, kemampuan kepemimpinan, strategic thinking, dan komunikasi yang baik.
Gambaran Sesi Facilitated Game-Based Learning Laksamana
Dalam satu sesi game-based learning Laksamana, akan dilakukan dalam beberapa putaran. Setiap putaran akan terdiri dari beberapa fase utama:
- Diskusi: Peserta akan mendiskusikan tantangan yang dihadapi dan mencari solusi yang terbaik.
- Rekomendasi: Peserta akan membuat rekomendasi solusi kepada kapten kapal.
- Aksi: Kapten kapal akan mengambil keputusan berdasarkan rekomendasi peserta.
- Evaluasi: Peserta akan mengevaluasi hasil aksi yang diambil.
Dalam setiap fase, fasilitator akan memberikan pendampingan dan umpan balik kepada peserta. Hal ini bertujuan untuk memastikan bahwa peserta dapat mengimplementasikan core values AKHLAK secara tepat.


Implementasi Core Value AKHLAK dalam FGBL Laksamana
FGBL Laksamana memiliki berbagai manfaat bagi peserta, antara lain peserta dapat memahami pentingnya core values AKHLAK untuk menjadi landasan setiap proses. Selain itu peserta juga diharapkan mampu mengimplementasikan core values AKHLAK dalam dalam kondisi yang serba dinamis, terutama untuk penerapannya dalam kehidupan bekerja dan sehari-hari.
FGBL Laksamana merupakan program pembelajaran yang efektif untuk membantu pekerja BUMN memahami dan mengimplementasikan core values AKHLAK. Program ini menggunakan metode pembelajaran yang interaktif dan inovatif, sehingga dapat meningkatkan pemahaman dan keterampilan peserta secara lebih efektif.
Implementasikan Core Value AKHLAK dengan Game-Based Learning Bersama Kummara.
Sebagai consultant company yang sering terlibat dengan banyak employee training di beragam perusahaan, Kummara siap membantu perusahaan dan organisasi Anda mengimplementasikan core value AKHLAK dengan efektif dan efisien dengan Facilitated Game-Based Learning LAKSAMANA.
Informasi lengkap tentang Facilitated Game-Based Learning Core Value AKHLAK (LAKSAMANA) bisa dilihat di halaman berikut ini 👇👇👇

Saudagar Facilitated Game-Based Learning with PT. Wahana Makmur Sejati
Saudagar Facilitated Game-Based Learning with PT. Wahana Makmur Sejati
Together with PT. Wahana Makmur Sejati, Kummara held a Facilitated Game Based-Learning (FGBL) for the company’s Planning Cycle on Wednesday (19/10). Attended by 29 people from Officer, Manager and Department Head, this session was focused on raising awareness about Entrepreneurship, Leadership & Teamwork to the participant. According to that, Kummara invited them to play “Saudagar” – a game specially designed for honing the sense of entrepreneurship, also leadership and teamwork skill, which is very applicable to this session.

Read More: FWDPunya OFGBL – Having A Better Financial Literacy with Game
Located in Bogor, West Java, this session was quite interesting because it combined offline participants with semi-online game. The game itself was opened via laptop, then participant was divided into groups and played the game with the help of facilitators. In this game, they will roles as managers of start-up companies and compete to be the best team. Each team had one CEO and 3-4 managers who will help CEO to manage the company and ran the company’s strategy as good as possible.

Lasts about one hour, Saudagar board game had three phases to go through, there are event phase, planning phase and an execution phase. As a manager, player must put workers to four actions in the company: supply, production, distribution and training. Each phase must be well-thought by the managers and the decision must be given by the CEO.
After game session, participant asked to give their opinion about the Facilitated Game-Based Learning (FGBL) session. “This game help us understand about leadership and teamwork skill, also the ability to adapt in changeable condition and to optimize the opportunity.” said one of the participant.
Eko Nugroho, CEO of Kummara also explained that the participant feels satisfied with the learning session. “From the session, they (participant) understood how important to analyze the market, to applied in the decision making process. Also the importance of resource optimization, including competent team to be able to get the best result.”

Top Talent Telkom 2021: Get People Deep Dive Into Design Thinking with Gamification
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 information about the term “design thinking” itself, as noted by Tim Brown, CEO of innovation and design firm IDEO, on his website:
Design Thinking is a human-centred approach to innovation that draws from the designer’s toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.
See the potential of design thinking as an innovation that drives an effective learning process, Kummara with Telkom Indonesia create Playful Learning Journey program, specially designed for Top Talent awardee – refers to Telkom selected junior employee. With 41 participants in total, this program combining game based-learning and gamification approaches, aims to equip participant with design thinking knowledge, to be able to present product innovation that supports the vision and mission of Telkom Indonesia.
Playful Learning Journey was held in 13-17 December 2021, and divided into two sessions; Synchronous Online Facilitated Game-Based Learning (OFGBL) and Asynchronous Design Thinking & Innovation. Starting with OFGBL on the first day, participants invited to play Loop, a game set in the most expansive tech company in the market.

During the game, they will role as a part of Loop Mobile innovation team who tasked to develop the best mobile phone on the market. Like a real company where the employee will separated based on their skills, in this game the player will deal with three different divisions – Understand, Ideate and Development. “Each player token will have unique skill, so it is important to place the token according to their skill to match with their area.” Eko Nugroho, CEO of Kummara, explained. “They also have to do various actions, such as research on market preferences and implement new ideas.”
Move to Asynchronous Design Thinking & Innovation session for the next three days, the participants were invited to the Telegram group and get some lesson material related to what they learned in synchronous session. Beside that, they also asked to do some challenges such as create Know-Your-Customer questions, build a Mind Map, until present their “innovation” based on their research.
This program was closed with Top Talent Sharing session in the last day, which participants allowed to share their ideas and pick what team with the best result by vote.

GPTP XIV: Gamification as Digital Leadership Upgrade for Telkom New Employees
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 based-learning and gamification approaches, specially designed to upgrade comprehension related to four main topics: Digital Leadership, Developing Organizational Capabilities, Strategic Partnership, and Leading Change. Attended by total 345 participants, GPTP XIV divided into three main sessions: Online Facilitated Game-Based Learning Session, Asynchronous Playful Learning Session, and Group Learning Session.
This event opened with Online Facilitated Game-Based Learning (OFGBL) session on the first day. Gathered in Zoom platform, here participant challenged to play Laksamana, where players are shipped a crew mandated by the King to conquer the island. This designed to improve their idea about the basis of (Digital) Leadership and Strategic Partnership, as well as the brief description for the next session.

For the second session, which was Asynchronous Playful Learning, participant involved in several missions given through the Telegram platform. During three days, this session focused on giving direct experiences related to four main topics, also emphasizing the importance of BUMN Core Value namely AKHLAK (Amanah, Kompeten, Harmonis, Loyal, Adaptif, and Kolaboratif).
Finally we arrived in the last day – the Group Learning Session, where participant shared their feelings about learning experiences that have been obtained during Playful Learning Journey GPTP XIV. “Our most favorite moment was the asynchronous session. Here we have to strategize well, not to mention we did that in the middle of training as a new employee.” Said one of the participants. “Through this one-week adventure, we learned that we should be able to make a quick and precise decision. Don’t forget the good teamwork make good results too.”

GenBI Maluku Utara Leadership Practice 2021
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 three sessions. Those are Leadership Lab, Leadership Path, and Leadership Camp.
The first session was Leadership Lab, where participants joined Online Facilitated Game-Based Learning via Zoom. In this session, participants were invited to play Saudagar board game. This board game was specially designed by Kummara to help explain the concept of Micro, Small and Medium Enterprises (MSME) to the public.
Next is the second session named Leadership Path, where participants are divided into three WhatsApp groups for their asynchronous session. Devided based on their campus: IAIN Maluku Utara, Universitas Khairun and Universitas Muhammadiyah Maluku Utara, each group must accomplish various missions given by Kummara team.
“For 6 days, all participants will be given a different mission every day. Of course, this will demand them to be cohesive and actively discuss with each other.” Aughya Shandriasti, the lead facilitator for the asynchronous session, explained.
Last, there was Leadership Camp, which is the peak of GenBI Leadership Practice 2021. In this session, we asked participants to share their experiences during the event. “For a week, we learned about how to cooperate and communicate with each group member,” said Dinda Rahmawati, representing IAIN Maluku Utara in this sharing session.
“We also learned about responsibility and time management, of course. How to manage so all the missions can be done before the deadline,” she added.

Online Facilitated Game-Based Learning Session for Social Leadership
At Day 2 of LKM VIII ITB 2021, Kummara and Peace Generation presented an Online Facilitated Game-Based Learning (OFGBL) session which was attended by more than 200 participants from various ITB student organizations.
The OFGBL session that was presented was Galaxy Obscurio, which is an adaptation of the board game that was the result of collaboration between Kummara and Peace Generation through the Boardgame for Peace program. Before play, the participants were given materials from Irfan Amali of Peace Generation about leaders with social skills. The play session was held for 60 minutes in breakout rooms with a prologue from Eko Nugroho (CEO Kummara) about the game. After the play session, participants were back to main room for sharing their experience during the play session and giving their insight about social leaders by reflecting on their actions throughout the game.

Online Facilitated Game-Based Learning: Thriving to the future
As a pre-event towards Road to SNS 2021: Thriving to the Future event, Nutrifood and Kummara held an Online Facilitated Game-Based Learning session with 141 participants from Nutrifood sales team all over Indonesia.
The game used in OFGBL at Road to SNS 2021 is “Laksamana” which was specially designed as a simulation room for participants to be able to understand and experience firsthand various strategic aspects for the entire sales team to thrive in the current situation. Participants are divided into different breakout rooms and play the game assisted by facilitators from Kummara. For 60 minutes, players become the crew of a ship that must retrieve rare shells in the dangerous sea before the kingdom is destroyed by the plague.

Jaga Sekolahku Online Facilitated Game-Based Learning
Jaga Sekolahku is an anti-corruption learning media from Komisi Pemberantasan Korupsi RI (KPK RI) in the form of a board game that can be used to increase knowledge and skills on how to build school governance with integrity.
Due to the pandemic, Kummara helps ACLC KPK RI to develop Online Facilitated Game-Based Learning version of “Jaga Sekolahku”. The initial playtest session was held in July together with experts from KPK RI and certified anti-corruption agents. After the Training of Facilitators session, certified anti-corruption agents can use the game to hold their own session to spread awareness about the importance of integrity in school environment and how we can raise the integrity of the stakeholders involve in school.

Mau Dibantu? Online Facilitated Game-Based Learning
“Mau Dibantu?” is an anti-corruption learning media from Komisi Pemberantasan Korupsi RI (KPK RI) in the form of a board game that can be used to increase knowledge and skills about developing public services with integrity.
Due to the pandemic, Kummara helps ACLC KPK RI to develop Online Facilitated Game-Based Learning version of “Mau Dibantu?”. The initial playtest session was held in July together with experts from KPK RI and certified anti-corruption agents. After the Training of Facilitators session, certified anti-corruption agents can use the game to held their own session to spread awareness about integrity in public services.

Jaga Hutanku Online Facilitated Game-Based Learning
Behind Indonesia as the third-largest forest land in the world, there are substantial problems of corruption and abuse in its forestry sector. Based on data from Indonesia’s Corruption Eradication Commission (KPK), there have been more than 27 corruption cases related to forestry since the institution was founded in 2004. Unfortunately, this is inversely proportional to the unwelcome socialization from the government and entrepreneurs.
Starting from eagerness to raise awareness about Indonesia’s forestry, Kummara Game Consultant with KPK designed Jaga Hutanku Online Facilitated Game Based-Learning (OFGBL) program. This program also collaborates with Deutsche Gesellschaft für Internationale Zusammenarbeit GmbH (GIZ), an international company from Germany federal government.
Aiming for government institutions, corporations, and civil society organizations in forestry, the purpose of this program is to present interactive media that can provide a comprehensive image of forestry problems, such as corruption and abuse of authority. Also, the other problems related to the integrity of forestry actors that cause forest destruction in Indonesia.
The game itself will divide participants into 4 teams with different roles; corporation, community, government, and law enforcer. Each team will try to get the objective done based on their action card per round – there are teams who have to do reforestation, on the other side they also teams who seeking profit by exploiting forest resources. Based on the actions, participants will explore how their actions give an impact on the existed forest. “We can see whether all the objectives can be achieved,” said Jaga Hutanku project manager, Brendan Satria. “In fact, all participants could lose because they could not achieve all the objections, due to the destruction of the forest.”
Initiated in March and finished in June 2020, this four-month program involves a number of parties, from Samarinda Environment and Forestry Training Center (LHK), Forest Management Unit (KPH), until Civil Society Organization in that capital city of East Kalimantan. “Development-wise, it could be said one of intense project, all of the discussion to the playtest,” he explained.
Apart from being used in Samarinda Environment and Forestry Training Center in their learning session, Jaga Hutanku board game was also featured at GIZ workshop with Anti-Corruption Learning Center (ACLC) KPK and Kummara in December 2020. The result from the activity is an action plan that encourages people together, protecting Indonesian forests.
Source data: KPK and U4 Anti Corruption Research Centre (2020) & KPK official release (2019)















