
Online Facilitated Game-Based Learning Session for Leadership in Telkom GPMP IV Batch 43
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...

Online Facilitated Game-Based Learning Session for Leadership for Holding BUMN Jasa Survey
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...

21st Century Skills Integration on Religious Education in Pesantren and Public Schools
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...

Gamification, Is It Always Need Apps?
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...

Online Facilitated Game-Based Learning Session for Leadership in Telkom GPMP III Batch 46
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...