Design of the Educational Game Nusantara Adventure

Indonesia is an archipelagic country rich in culture, history, and biodiversity. However, the rapid advancement of globalization has led to a decline in cultural awareness among younger generations. Therefore, an innovative educational medium is needed to engage young learners in exploring Indonesia’s cultural heritage. This study aims to design and develop Nusantara Adventure, an educational game built using Construct 2, with a platformer adventure genre. This game integrates learning and entertainment through mini literacy features and interactions with Book and Guci icons, enabling players to gain insights into Indonesian culture and test their understanding through in-game questions. The development method used is the Game Development Life Cycle (GDLC), which consists of six stages: initiation, pre-production, production, testing, beta release, and release. The Waterfall model is applied, including requirement analysis, design, implementation, testing, and maintenance. The results of this study indicate that Nusantara Adventure is an effective learning tool with interactive gameplay and visually engaging elements, enhancing players’ understanding and appreciation of Indonesian culture. Future improvements may include additional levels and interactive features to further enrich the learning experience.

Authors

Publication Details

Journal
Gameology and Multimedia Expert
Published
2025-04-01
DOI
https://doi.org/10.29103/game.v2i2.21171
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Design of the Educational Game Nusantara Adventure

Nasrullah Nasrullah
Gameology and Multimedia Expert
Educational Games and Gamification
article

Design of the Educational Game Nusantara Adventure

Nasrullah Nasrullah
article en

Abstract

Indonesia is an archipelagic country rich in culture, history, and biodiversity. However, the rapid advancement of globalization has led to a decline in cultural awareness among younger generations. Therefore, an innovative educational medium is needed to engage young learners in exploring Indonesia’s cultural heritage. This study aims to design and develop Nusantara Adventure, an educational game built using Construct 2, with a platformer adventure genre. This game integrates learning and entertainment through mini literacy features and interactions with Book and Guci icons, enabling players to gain insights into Indonesian culture and test their understanding through in-game questions. The development method used is the Game Development Life Cycle (GDLC), which consists of six stages: initiation, pre-production, production, testing, beta release, and release. The Waterfall model is applied, including requirement analysis, design, implementation, testing, and maintenance. The results of this study indicate that Nusantara Adventure is an effective learning tool with interactive gameplay and visually engaging elements, enhancing players’ understanding and appreciation of Indonesian culture. Future improvements may include additional levels and interactive features to further enrich the learning experience.

Gameology and Multimedia ExpertVol. 2(2)
Openalex Percentile: Top 94%
Educational Games and Gamification
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Design of the Educational Game Nusantara Adventure — Nasrullah Nasrullah · Gameology and Multimedia Expert (2025) | TGRS Research Map | TGRS