GAMIFICATION WITH SOCIOCULTURAL RELEVANCE: DESIGNING A SERIOUS GAME BASED ON NUSANTARA FOLKLORE FOR HISTORY LEARNING
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Conventional history education often struggles with student engagement due to pedagogical methods that lack interactivity and cultural resonance. While serious games offer a potential solution, many existing platforms use generic themes, failing to leverage the rich sociocultural context of learners, thereby limiting their educational impact. This research aims to design, develop, and evaluate a serious game for history learning by integrating Nusantara (Indonesian archipelago) folklore, creating a socioculturally relevant and immersive educational experience. Employing a Research and Development (R&D) approach with the ADDIE model, a prototype was developed and subsequently tested through a quasi-experiment with high school students to assess its impact on historical knowledge acquisition and engagement. The study resulted in a functional serious game where historical events are framed within compelling narratives from Nusantara folklore. Experimental results showed a statistically significant improvement in learning outcomes and higher engagement scores for the group using the folklore-based game compared to a control group using conventional learning methods. Integrating socioculturally relevant elements like folklore into serious games is a highly effective strategy for history education, enhancing both academic achievement and cultural appreciation, and offering a robust model for contextualized gamified learning.
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