
LDRS Online Facilitated Game-Based Learning
As an interactive lab, LDRS Online Facilitated Game Based-Learning program (OFGBL) was created to improve player’s understanding about business acumen-related topic. Created by Kummara in 2020, LDRS is designed to sharpen collective decision-making process, strategic planning, proactive leadership and resource optimization.
In this game, players will try to collect the most needed element as many as possible, represented by letter initial. To achieve that, players will put cards on the board, then the card will move sequentially according to the direction of the smallest number. Each card will be able to pile up in another card, so good plan and strategy would be needed to achieve the maximum element amount.
This online program has been implemented at PT. Telkom Indonesia online training session, specifically focusing on onboarding level (Great People Trainee Program).

MANGGALA Online Facilitated Game-Based Learning for Mandiri University
Started at the end of 2019, MANGGALA (Mandiri Game-Based Learning Leadership) board game is initiated by Mandiri University, a unit from Bank Mandiri for their employee internal training. Designed as a media for leadership and corporation value training program with the incorporation of a game-based learning method, this board game transformed into an online game because of the pandemic attack in early 2020.
As a pioneer of Online Facilitated Game-Based Learning (OFBGL), the purpose of MANGGALA is to give conceptual comprehension about leadership and corporation value with new and effective experience. The target itself is Mandiri young employees whose dominated by Millenials.
After months of development, Mandiri University and Kummara officially held MANGGALA Online Facilitated Game-Based Learning session in August 2020. Different from the physical board game, the online version concept is a puzzle game, where all players cooperate in a team to finish the puzzle. “One leader will guide each team, start from discussing, planning, and finishing the puzzle. The objection is to connect Mandiri to their customers,” said MANGGALA project manager, Brendan Satria. This version also delivers “Building Nation Together” value which is Bank Mandiri value.
When implemented in August 2020, MANGGALA has been played by 100 Mandiri employees. Further, this game also played again with an additional session about Bank Mandiri corporate value in November 2020.

Laksamana Online Facilitated Game-Based Learning
Being a senior in a business field, demanding people to keep looking for a new perspective. That is why Kummara brings Laksamana Online Facilitated Game-Based Learning (OFGBL), designed to bring a fresh point of view of business processes and management. Besides that, this program also gives an opportunity to enhance understanding of conflict resolution, strategic management, leadership style, multi-layers decision making, and the importance of values and purposes.
Inspired by folklore, players are ship crew mandated by the King to conquer the island. Participants will be divided by team (blue and red), and each team will have one Laksamana – the admiral, who will guide the ship towards the destination. This voyage will be tough because players will face the sea full of rocks and dragons. The team’s admiral who is able to arrive first on the island, will grant as the new governor and also the winner of the game.
For the implementation, Laksamana has been tried in several sessions for several companies such as PT Nutrifood, PT. Telkom Indonesia and Bank Indonesia.

Punakawan Online Facilitated Game Based-Learning for PT Telkom Indonesia
Punakawan Online Facilitated Game Based-Learning (OFGBL) is implemented as a part of online training for PT Telkom Indonesia internal team. As a ready-to-play product, Punakawan has a purpose to explore basic leadership values: collaboration, communication, coordination, and critical thinking. In addition, this program also expected to deliver corporation purpose and value, and help to make optimal decision-making process.
With various targets in Telkom Indonesia, Punakawan has been applied in many sessions. After the pilot playing session in June 2020, this program was followed by a series of OFGBL. “In general, Punakawan implemented into two different groups: Great People Managerial Program (GPMP) for manager and senior manager level, and Great People Trainee Program (GPTP) for PT Telkom Indonesia new employee onboarding,” said Eko Nugroho, CEO of Kummara Game Design Consultant.
In both sessions, participants are playing as four Punakawan (iconic character of wayang) who will work together to search for jewel between relics in the game area. The searched jewel will only be obtained if there are 5 pieces of relics that have reversed positions in one full line. Each Punakawan also has different skills, this makes players need a strategy to successfully turn all the pieces and finished the objection.
Specifically for implementation in GPTP session, Punakawan developed to be a part of Playful Learning Journey, where Kummara integrates game-based learning and gamification method in synchronous (Zoom session) and asynchronous (accompaniment through social media).









