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Game Development of Banjar Archive for Interactive Cultural Education Ultilizing Large Language Models Adi Mu'Ammar, Rifqi; Abadi, Friska; Budiman, Irwan; Adi Nugroho, Radityo; Turianto Nugrahadi, Dodon
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 10, No. 4, November 2025
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v10i4.2294

Abstract

The preservation of Banjar cultural heritage is threatened by globalization and the fading interest of younger generations. This study addressed these challenges by developing an interactive educational game using the Game Development Life Cycle (GDLC) framework and integrating Large Language Models (LLMs) for adaptive and immersive player interactions. The six stages of GDLC namely initiation, pre-production, production, testing, beta, and release were systematically applied, resulting in a game that blends dynamic narratives to engage players while educating them about Banjar culture. Black Box Testing verified 14 test scenarios that all passed successfully, ensuring system stability and reliability. Additionally, user experience evaluation using the Game Experience Questionnaire (GEQ) highlighted high levels of immersion (4.936), competence (4.448), flow (3.124) and positive affect (4.976) among players, with minimal reported tension (1), challenge (1.744) and negative affect (1.07). These results demonstrated that the game successfully balances educational goals with engaging gameplay, fostering meaningful connections to Banjar heritage. By leveraging LLM technology, the game enhances interactivity, offering an innovative approach to Banjar cultural preservation in the digital era. This research extends the existing body of knowledge on AI-driven gamification strategies in heritage conservation with a specific focus on Banjar culture.