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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.