Gamification design in folklore

Turning Text into Adventure

Authors

  • Maudina Lutfiyani Universitas Pendidikan Indonesia
  • Isah Cahyani Universitas Pendidikan Indonesia
  • Yulianeta Yulianeta Universitas Pendidikan Indonesia
  • Khaerudin Kurniawan Universitas Pendidikan Indonesia
  • Halimah Halimah Universitas Pendidikan Indonesia

DOI:

https://doi.org/10.33633/lite.v21i2.11989

Keywords:

4D model, cultural literacy, folklore, gamification, instructional design

Abstract

Gamification in folklore enhances understanding in the context of culture and moral values as a strengthening of cultural heritage identity. Gamification is an approach that is integrated through game elements. This research aims to increase interest in learning folklore that is considered rigid and boring with a different experience that is more interactive. This research uses the 4 D thiagarajan method in designing a game titled adventure trail archipelago. Gamification combines elements of ponts, badges and avatars as motivation. This research includes test preparation, media selection, and format for effective learning. The results of this study showed that gamification can increase students' interest, motivation, and understanding of folklore material to make it more soothing. The implications of this research are related to the integration of gamification in learning as a strengthening of identity through cultural heritage.  

Author Biographies

Isah Cahyani, Universitas Pendidikan Indonesia

Scopus ID.57212555752

Khaerudin Kurniawan, Universitas Pendidikan Indonesia

Scopus ID.59408728200

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Published

2026-03-03

How to Cite

Lutfiyani, M., Cahyani, I., Yulianeta, Y., Kurniawan, K., & Halimah, H. (2026). Gamification design in folklore: Turning Text into Adventure. LITE: Jurnal Bahasa, Sastra, Dan Budaya, 21(2), 495–506. https://doi.org/10.33633/lite.v21i2.11989

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