About this paper

Appears in:
Pages: 2639-2646
Publication year: 2014
ISBN: 978-84-617-2484-0
ISSN: 2340-1095

Conference name: 7th International Conference of Education, Research and Innovation
Dates: 17-19 November, 2014
Location: Seville, Spain

DESIGNING COMPUTER SIMULATION GAME FOR LEARNING THE HISTORY OF THE KINGDOM OF MAJAPAHIT

E. Erandaru, L. Liliana, S. Rostianingsih

Universitas Kristen Petra (INDONESIA)
The ubiquity of computers and its rapid technological development in the form of computer games has provide an alternative media to build student’s interest in history by providing players with intriguing facts presented as a narrative merged within the gameplay. It engages student with imaginative virtual world as well as the simulation of real-world environments and hypothetical situations. However its use in classroom is limited, as the method use is not ideal within the available time-frame of a formal education system. Within this constraint, computer game as a learning tool could only be applied beyond the classroom. Although not ideal if meant as an inseparable part of a learning module, it still provides a valuable contribution to the whole system by coaxing student to voluntarily add their allocation of study time through the act of multitasking (learning while playing), not to mention also increasing their interest in the learned topics.

A virtual reconstruction of the kingdom visual environment based on archaeological study will provide student with a more scientifically accurate representation of Majapahit. Providing a valid references for studying through the act of observing. The gameplay will provide students with scenarios based on real historical events, enabling them to interactively learn through experimenting with possible actions to solve a problem, analyzing the resulting outcome and founding the relationship between cause, action and outcome. The game will increase student knowledge beyond the classroom, providing more quality time for a teacher and students discussion of the topic’s meaning and its significance for modern day Indonesia.
@InProceedings{ERANDARU2014DES,
author = {Erandaru, E. and Liliana, L. and Rostianingsih, S.},
title = {DESIGNING COMPUTER SIMULATION GAME FOR LEARNING THE HISTORY OF THE KINGDOM OF MAJAPAHIT},
series = {7th International Conference of Education, Research and Innovation},
booktitle = {ICERI2014 Proceedings},
isbn = {978-84-617-2484-0},
issn = {2340-1095},
publisher = {IATED},
location = {Seville, Spain},
month = {17-19 November, 2014},
year = {2014},
pages = {2639-2646}}
TY - CONF
AU - E. Erandaru AU - L. Liliana AU - S. Rostianingsih
TI - DESIGNING COMPUTER SIMULATION GAME FOR LEARNING THE HISTORY OF THE KINGDOM OF MAJAPAHIT
SN - 978-84-617-2484-0/2340-1095
PY - 2014
Y1 - 17-19 November, 2014
CI - Seville, Spain
JO - 7th International Conference of Education, Research and Innovation
JA - ICERI2014 Proceedings
SP - 2639
EP - 2646
ER -
E. Erandaru, L. Liliana, S. Rostianingsih (2014) DESIGNING COMPUTER SIMULATION GAME FOR LEARNING THE HISTORY OF THE KINGDOM OF MAJAPAHIT, ICERI2014 Proceedings, pp. 2639-2646.
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