Tangential Learning in Board Game Design to Introduce Peranakan Culture

Lifelong learning is one of the main ideas in Sustainable Development Goal; this means we are encouraged to always learn about new things even when we currently don’t need any new skill to solve a problem. People usually need some clue or stimulus to start that process, entertainment media such as games can be one of them. While educational games have a direct function to teach a specific subject using game system, it has been known that they’re usually not very attractive for the general population. To make learning effortless, the person must first be interested in the subject while doing something fun. The game doesn’t need to teach the whole concept about the subject; it can just bring awareness to their existence. That is Tangential Learning. Usually, it is used as a quality people mention in game research studies, rarely as a concept for game design. In this paper, we try to link Tangential Learning directly into game production through Eight Kinds of Fun. Combining them with Self Determination Theory and MDA framework, it is possible to design a game which indirectly encourages learning and not falling into educational games. Qualitative narrative research will be done to find out the market’s current interest before starting the design. Information will be scattered all over the game dimension by designing all aspects of the game with reference to cultural artifacts, narrative foundation will be placed on significant historical events, and the gameplay will be designed in consideration to ludonarrative harmony to make sure the narration and the gameplay are coherent. In this condition, whichever aspect the player was interested in while playing will have something to learn further about. To sustain the player’s interest longer and spark their intrinsic motivation to learn, strengthen the social aspect with cooperation play mode so people will work together for a common goal and discussion about the same subject is more likely to happen. The interactive nature of games also creates a sense of autonomy for the player to decide which subject they want to learn first or if they want to learn at all.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.2.4177
Primary Topic
Child Development and Education
Type
article
Field-Weighted Citation Impact
0.00

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article

Tangential Learning in Board Game Design to Introduce Peranakan Culture

S Rahayu, Sri Rachmayanti
European Conference on Games Based Learning
Child Development and Education
article

Tangential Learning in Board Game Design to Introduce Peranakan Culture

S Rahayu, Sri Rachmayanti
article en

Abstract

Lifelong learning is one of the main ideas in Sustainable Development Goal; this means we are encouraged to always learn about new things even when we currently don’t need any new skill to solve a problem. People usually need some clue or stimulus to start that process, entertainment media such as games can be one of them. While educational games have a direct function to teach a specific subject using game system, it has been known that they’re usually not very attractive for the general population. To make learning effortless, the person must first be interested in the subject while doing something fun. The game doesn’t need to teach the whole concept about the subject; it can just bring awareness to their existence. That is Tangential Learning. Usually, it is used as a quality people mention in game research studies, rarely as a concept for game design. In this paper, we try to link Tangential Learning directly into game production through Eight Kinds of Fun. Combining them with Self Determination Theory and MDA framework, it is possible to design a game which indirectly encourages learning and not falling into educational games. Qualitative narrative research will be done to find out the market’s current interest before starting the design. Information will be scattered all over the game dimension by designing all aspects of the game with reference to cultural artifacts, narrative foundation will be placed on significant historical events, and the gameplay will be designed in consideration to ludonarrative harmony to make sure the narration and the gameplay are coherent. In this condition, whichever aspect the player was interested in while playing will have something to learn further about. To sustain the player’s interest longer and spark their intrinsic motivation to learn, strengthen the social aspect with cooperation play mode so people will work together for a common goal and discussion about the same subject is more likely to happen. The interactive nature of games also creates a sense of autonomy for the player to decide which subject they want to learn first or if they want to learn at all.

European Conference on Games Based LearningVol. 19(2)
Binus University (ID)
Binus University
Openalex Percentile: Top 38%
Child Development and Education
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