Moolang: Cultural Internalization Through Interactive Learning Platforms

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Vika Annisa Qurrata, Yogi Dwi Satrio, Ni'matul Istiqomah, Rizza Megasari, Vidya Purnamasari, Sugeng Hadi Utomo

2024 ICBIR 2024 - 2024 9th International Conference on Business and Industrial Research, Proceedings Conference paper Cited by 0 Quartile

Abstract

Gamification is the utilization of game design elements in non-game environments. This research introduces the Moolang Platform, a suitable platform that contains interactive game-based media platforms. Various features are developed on this platform, including avatar selection with Indonesian cultural costumes, a whiteboard and seating arrangement resembling a classroom, a library feature, chat functionality between teachers and students, a raise hand feature for students, and a group discussion feature. The main objectives of this research are (1) To design and create a game-based learning platform with cultural internalization as a learning medium for students with the hope that this research is applicable and easy for educators and readers to understand, (2) To be able to increase student interest in learning economics with a gamification learning approach, (3) To form students with character who understand economics and knowledge of Indonesian culture. Answering the paper's aim, this study analyzed using the qualitative approach utilizing the Design-Based Research (DBR) methodology. The finding is the application limitation lies in the absence of visual communication features between teachers and students. Therefore, future research endeavors are encouraged to address this deficiency. © 2024 IEEE.

Affiliations

Universitas Negeri Malang, Economic and Business Faculty, Department of Economic Development, Malang, Indonesia