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Daniel Kurniawan Salamoon
Petra Christian University, Surabaya

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Introducing Indonesian Culture through Educative Boardgame Using Augmented Reality: A Prototype of Grand Indonesia Java Edition Boardgame Daniel Kurniawan Salamoon; Gabriella Angeline; Amadeus Jacaranda; Bryant Pasadeva
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.54-58

Abstract

The use of digital media in education is a necessity nowadays. This is also an effect due to conditions of Covid-19 pandemic. Although there is a stigma that digital media has an unfavorable impact on the student learning process, technological developments also support creative concepts that can be used at the educational level. Based on these conditions, the idea emerged to develop an educational media based on boardgames to provide a learning process. In this study, researchers chose a general topic as the basis for the content of the boardgame, which is Indonesian culture. This topic was chosen considering the need for the younger generation to understand about Indonesian culture as their homeland. The research method in finding content is collecting data about Indonesian culture from books and the internet. While the design development uses qualitative methods as the basis for thinking. In this development, the resulting prototype is a combination of designs on paper and the use of smartphones in the explanation process using Augmented Reality technology. It is hoped that this prototype can become a design that attracts the interest of the younger generation to learn about their own culture.
Board Game Design as a Means to Educate Indonesian Novice Voters about Participating in an Elections Ignatius Hendy Prayogo; Daniel Kurniawan Salamoon; Bing Bedjo Tanudjaja
k@ta: A Biannual Publication on the Study of Languange and Literature Vol. 25 No. 00: SPECIAL EDITION, MARCH 2023
Publisher : The English Department, Faculty of Humanities & Creative Industries, Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/kata.25.00.69-73

Abstract

Apathetic about elections in Indonesia is one of few topics that are often discussed whenever the elections period is being held. With generation z attain 27. 94 percent of the total population of Indonesia, it is important that the majority of the Indonesian citizens participate and use their right to vote wisely with a mindset that cares about the nation’s future. This board game is created as a means to educate Indonesian novice voters about taking part in an election so that they are more inclined to participate and use their right of voting. Using board games as the medium makes learning more fun and conveys the message more easily.