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).
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