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IMPROVING PROFESSIONAL TRAINING IN INDONESIA WITH
GAMING DATA
PARTNER: KOLABORASI MASYARAKAT DAN PELAYANAN UNTUK KESEJAHTERAAN (KOMPAK)
TECHNOLOGY READINESS LEVEL: MINIMUM VIABLE PRODUCT (LEVEL 5)
SUMMARY
Pulse Lab Jakarta partnered with Kompak, a partnership of the Governments of Australia and Indonesia to reduce poverty, to create a
mobile simulation game to measure the results of training conducted by the Government to village representatives in Indonesia. A total
of 1,264 users in 88 districts and 22 provinces in Indonesia played the game, generating data that was used to improve training
curricula, targeting and delivery. The game, entitled Sekolah Desa, demonstrated the potential for using gamification as a capacity
building and evaluation tool.
BACKGROUND
In 2014, the Government of Indonesia issued the new Village Law to
finance development based on local needs and priorities for the
country’s 74,093 villages. The Law aims to contribute to poverty
reduction and make village leadership more accountable, by
authorising the direct election of a village head and providing villages
with a guaranteed annual transfer and authority over
decision-making for participatory village development.
The Directorate General for Village Government, Bina Pemdes, in the
Ministry of Home Affairs (MOHA) was mandated to strengthen the
capacity of village governments to effectively administer the Village
Law. In 2015, Bina Pemdes delivered training to 239,000
representatives from the village apparatus. In 2016, training was
piloted for sub-district government officials with support from
KOMPAK, an Australia-Indonesia Government partnership working to
reduce poverty in Indonesia.
To support the delivery of training to village officials, KOMPAK
partnered with Pulse Lab Jakarta on a project to explore alternative
and flexible training models. As a result, the project developed a
post-training simulation game, called Sekolah Desa, as a creative way
to reinforce the training modules, test knowledge and identify
learning gaps.
www.unglobalpulse.org info@globalpulse.org 2017
STRENGTHENING VILLAGE LAW KNOWLEDGE
THROUGH INTERACTIVE GAMES
The goal of the game is to help participants acquire more knowledge
about Village Law processes and requirements. Players take on the
role of Kepala Desa (“Village Head”) and are required to make a
number of decisions mirroring those that they would have to make in
real life during the execution of their duties and responsibilities under
the Village Law.
Participants are shown their cumulative score at multiple points
throughout the game, along with messages about how the particular
action they have just taken in the game relates to their responsibili-
ties under the Village Law. The final scores are shown at the end of
the game and users have the opportunity to provide anonymous
feedback. The game takes about an hour to play.
In November 2015, Bina Pemdes piloted the game with support
from KOMPAK as part of the Village Law training workshops taking
place across the country. The game was played in 88 districts and
22 provinces. To date, a total of 1,264 people have completed the
game, which continues to be available for use by facilitators,
sub-district governments, and civil society organisations.
Data from over 40 in-game decisions were collected and instantly
aggregated at the country, province and district levels. The results
were visualised via dashboard and in reports that showed where
PROGRAMME AREA: REAL-TIME EVALUATION
Image 1. Screenshot of the Sekolah Desa game.
SEKOLAH DESA SIMULATION
A web or mobile phone-based game that teaches/tests
the knowledge, ability and skillset of village
administrations.
Two primary content areas related to Village Law: (1)
Preparation and Planning and (2) Budgeting and
Reporting.
34 questions: multiple choice, drop down, slider and
checkbox.
INSIGHTS AND OUTCOMES
knowledge gaps exist in village leadership across the country and in
which specific training modules.
Based on lessons generated from the training programme and the
Sekolah Desa game, Bina Pemdes implemented a number of follow
up activities, including revision of the Village Law training modules,
development of stand alone e-learning modules and the redevelop-
ment of the Sekolah Desa game.
The project yielded insights related to building and assessing Village
Law capacity through gaming technology. Overall, users provided
positive feedback on the game and noted it helped increase their
knowledge in an engaging manner.
Findings showed that participants scored higher on
Budgeting/Reporting compared to Planning/Preparation. Question
type also seemed to matter, with participants scoring significantly
higher on questions that used a slider and significantly lower on
questions that used a checkbox.
The pilot also showed that gamification can encourage more active
user engagement with the training topics. Thus, considerations on
how to present the training content are as important as the content
itself. The interactive nature of the game also enables instant
feedback, which allows participants to see their progress in real time
as well as areas for improvement.
Based on lessons learned from the pilot phase of Sekolah Desa,
Pulse Lab Jakarta is working on enhancing the game’s
functionalities as a learning tool by including modules that
strengthen understanding of the six phases of the Village Law. A new
version of the game will be launched in 2017.
IMPLICATIONS AND RECOMMENDATIONS
Appeal of gamification: The pilot version of Sekolah
Desa kept things simple in terms of features and
proved to be appealing to users as an interesting
way to engage with the training content and test
knowledge.
Value of instant feedback: Bina Pemdes and
KOMPAK benefited from the data generated by the
game and players benefited from instant feedback to
gauge their progress.
Accessibility: Traditional training approaches are
typically one-time events with significant costs for
country-wide roll out. The Sekolah Desa game
showed the potential for using ICT solutions to reach
communities in a more cost-effective and efficient
way.
Potential for diverse users: The pilot showed that
there is significant demand and interest in this type
of tool among a wide range of audiences. The game
was used primarily by training participants, however,
the methodology can be used to engage a much
broader audience and through a variety of forums
and channels.
The first iteration of the Sekolah Desa game demonstrated
the potential for using gaming technology as a capacity
building and evaluation tool.
Future projects using gaming technology should consider:
(i) having a clearly defined purpose of the game from the
outset, (ii) engaging content experts for guidance, (iii)
securing developers with the right mix of skills, and (iv)
ensuring due consideration to the needs of the end users
is given—for example, for village representatives, it is
important to consider how to ensure the right balance
between the game being engaging without being too
complex.
Image 2. Village Heads testing out the Sekolah Desa game on laptops.
(Photo credit: KOMPAK)
www.unglobalpulse.org info@globalpulse.org 2017
Image 3. Depiction of the Sekolah Desa game on mobile phone.
HOW TO CITE THIS DOCUMENT:
UN Global Pulse, 'Improving Professional Training in
Indonesia with Gaming Data,' Project Series no. 26, 2017.

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Improving Professional Training in Indonesia with Gaming Data - Project Overview

  • 1. IMPROVING PROFESSIONAL TRAINING IN INDONESIA WITH GAMING DATA PARTNER: KOLABORASI MASYARAKAT DAN PELAYANAN UNTUK KESEJAHTERAAN (KOMPAK) TECHNOLOGY READINESS LEVEL: MINIMUM VIABLE PRODUCT (LEVEL 5) SUMMARY Pulse Lab Jakarta partnered with Kompak, a partnership of the Governments of Australia and Indonesia to reduce poverty, to create a mobile simulation game to measure the results of training conducted by the Government to village representatives in Indonesia. A total of 1,264 users in 88 districts and 22 provinces in Indonesia played the game, generating data that was used to improve training curricula, targeting and delivery. The game, entitled Sekolah Desa, demonstrated the potential for using gamification as a capacity building and evaluation tool. BACKGROUND In 2014, the Government of Indonesia issued the new Village Law to finance development based on local needs and priorities for the country’s 74,093 villages. The Law aims to contribute to poverty reduction and make village leadership more accountable, by authorising the direct election of a village head and providing villages with a guaranteed annual transfer and authority over decision-making for participatory village development. The Directorate General for Village Government, Bina Pemdes, in the Ministry of Home Affairs (MOHA) was mandated to strengthen the capacity of village governments to effectively administer the Village Law. In 2015, Bina Pemdes delivered training to 239,000 representatives from the village apparatus. In 2016, training was piloted for sub-district government officials with support from KOMPAK, an Australia-Indonesia Government partnership working to reduce poverty in Indonesia. To support the delivery of training to village officials, KOMPAK partnered with Pulse Lab Jakarta on a project to explore alternative and flexible training models. As a result, the project developed a post-training simulation game, called Sekolah Desa, as a creative way to reinforce the training modules, test knowledge and identify learning gaps. www.unglobalpulse.org info@globalpulse.org 2017 STRENGTHENING VILLAGE LAW KNOWLEDGE THROUGH INTERACTIVE GAMES The goal of the game is to help participants acquire more knowledge about Village Law processes and requirements. Players take on the role of Kepala Desa (“Village Head”) and are required to make a number of decisions mirroring those that they would have to make in real life during the execution of their duties and responsibilities under the Village Law. Participants are shown their cumulative score at multiple points throughout the game, along with messages about how the particular action they have just taken in the game relates to their responsibili- ties under the Village Law. The final scores are shown at the end of the game and users have the opportunity to provide anonymous feedback. The game takes about an hour to play. In November 2015, Bina Pemdes piloted the game with support from KOMPAK as part of the Village Law training workshops taking place across the country. The game was played in 88 districts and 22 provinces. To date, a total of 1,264 people have completed the game, which continues to be available for use by facilitators, sub-district governments, and civil society organisations. Data from over 40 in-game decisions were collected and instantly aggregated at the country, province and district levels. The results were visualised via dashboard and in reports that showed where PROGRAMME AREA: REAL-TIME EVALUATION Image 1. Screenshot of the Sekolah Desa game. SEKOLAH DESA SIMULATION A web or mobile phone-based game that teaches/tests the knowledge, ability and skillset of village administrations. Two primary content areas related to Village Law: (1) Preparation and Planning and (2) Budgeting and Reporting. 34 questions: multiple choice, drop down, slider and checkbox.
  • 2. INSIGHTS AND OUTCOMES knowledge gaps exist in village leadership across the country and in which specific training modules. Based on lessons generated from the training programme and the Sekolah Desa game, Bina Pemdes implemented a number of follow up activities, including revision of the Village Law training modules, development of stand alone e-learning modules and the redevelop- ment of the Sekolah Desa game. The project yielded insights related to building and assessing Village Law capacity through gaming technology. Overall, users provided positive feedback on the game and noted it helped increase their knowledge in an engaging manner. Findings showed that participants scored higher on Budgeting/Reporting compared to Planning/Preparation. Question type also seemed to matter, with participants scoring significantly higher on questions that used a slider and significantly lower on questions that used a checkbox. The pilot also showed that gamification can encourage more active user engagement with the training topics. Thus, considerations on how to present the training content are as important as the content itself. The interactive nature of the game also enables instant feedback, which allows participants to see their progress in real time as well as areas for improvement. Based on lessons learned from the pilot phase of Sekolah Desa, Pulse Lab Jakarta is working on enhancing the game’s functionalities as a learning tool by including modules that strengthen understanding of the six phases of the Village Law. A new version of the game will be launched in 2017. IMPLICATIONS AND RECOMMENDATIONS Appeal of gamification: The pilot version of Sekolah Desa kept things simple in terms of features and proved to be appealing to users as an interesting way to engage with the training content and test knowledge. Value of instant feedback: Bina Pemdes and KOMPAK benefited from the data generated by the game and players benefited from instant feedback to gauge their progress. Accessibility: Traditional training approaches are typically one-time events with significant costs for country-wide roll out. The Sekolah Desa game showed the potential for using ICT solutions to reach communities in a more cost-effective and efficient way. Potential for diverse users: The pilot showed that there is significant demand and interest in this type of tool among a wide range of audiences. The game was used primarily by training participants, however, the methodology can be used to engage a much broader audience and through a variety of forums and channels. The first iteration of the Sekolah Desa game demonstrated the potential for using gaming technology as a capacity building and evaluation tool. Future projects using gaming technology should consider: (i) having a clearly defined purpose of the game from the outset, (ii) engaging content experts for guidance, (iii) securing developers with the right mix of skills, and (iv) ensuring due consideration to the needs of the end users is given—for example, for village representatives, it is important to consider how to ensure the right balance between the game being engaging without being too complex. Image 2. Village Heads testing out the Sekolah Desa game on laptops. (Photo credit: KOMPAK) www.unglobalpulse.org info@globalpulse.org 2017 Image 3. Depiction of the Sekolah Desa game on mobile phone. HOW TO CITE THIS DOCUMENT: UN Global Pulse, 'Improving Professional Training in Indonesia with Gaming Data,' Project Series no. 26, 2017.