Session with Insan Amanah Teachers: Application of Game-Based Learning at Piknik Hub Malang

Malang, 6 July 2024 – Let’s Play Indonesia proudly organized the Session of Insan Amanah Teachers held on Tuesday (16/7/2024) at Piknik Hub Malang. The event was attended by ten teachers from Insan Amanah school with the aim of learning the application of Game-Based Learning methods using the Pesona Boardgame (Pembangunan Ekonomi Sosial Negeri Aksi).

This event was designed to train Insan Amanah teachers in using the Pesona Board Game as a learning medium. By integrating Game-Based Learning, it is hoped that classroom sessions can become more interactive and engaging for students. Teachers will learn how to apply this game in the learning process to enhance student engagement and understanding of social economic concepts.

Series of Activities

The event began with an introduction session where the teachers and facilitators from Let’s Play Indonesia got to know each other and understood the purpose and agenda of this training session. This introduction created a friendly and open atmosphere that facilitated effective discussion and learning.

After the introductions, the session continued with an introduction to Game-Based Learning and its benefits in the educational context. Facilitators explained the basic concepts of this method, including how games can be used to facilitate deeper and more participatory learning. Teachers were given insights into various strategies for integrating games into their curriculum.

The introduction of the Pesona Board Game became the main focus of this session. Facilitators explained the game rules, objectives, and how to play the Pesona Board Game. Teachers were invited to understand how this game can be used to teach social economic concepts interactively. The Pesona Board Game is designed to simulate economic and social development scenarios, giving players the opportunity to learn through direct experience.

After the explanation of the game, teachers were divided into small groups and given the opportunity to play the Pesona Board Game. This playing session was not only aimed at entertaining but also providing practical experience to teachers on how this game can be implemented in the classroom. Facilitators accompanied each group, providing guidance and answering questions that arose during the game.

After the playing session, a reflective discussion was held where teachers shared their experiences while playing the Pesona Board Game. This discussion included reflections on how the game can help students understand social economic concepts, challenges that might be faced in integrating the game into learning, and ways to overcome these challenges.

The event closed with an interactive Q&A session, giving teachers the opportunity to ask further questions and get clarification on things they did not understand. Facilitators provided practical advice on how to adapt the Pesona Board Game for various student levels and learning styles.

Let’s Play Indonesia was very pleased to collaborate with teachers from Insan Amanah in this event. Game-Based Learning is an effective method to make learning more engaging and participatory. Let’s Play Indonesia hopes that through this training, teachers can bring new experiences into their classrooms and increase student engagement in the learning process.

Enthusiasm and Positive Response

Teachers showed high enthusiasm throughout the event. They actively participated in each session and gave positive feedback on the benefits of the game-based learning method. Many teachers stated that they gained new insights and felt motivated to implement Game-Based Learning in their classrooms.

Conclusion

The Session of Insan Amanah Teachers event organized by Let’s Play Indonesia successfully achieved its goal of providing training on the application of Game-Based Learning using the Pesona Board Game. Through interactive and practical sessions, teachers acquired the knowledge and skills needed to make classroom learning more engaging and effective. This event is expected to have a positive impact on teaching methods at Insan Amanah and enhance students’ understanding of social economic concepts.

Media Contact

For more information about this event, please contact:

Let’s Play Indonesia
Email: info@letsplay.id
Phone: +62 857-3362-4943

Wilmar Kaliwatu Session: Training Cooperation with Game-Based Learning with Wilmar Group

Malng, 9 July 2024 – Let’s Play Indonesia and Kaliwatu Group successfully organized the Wilmar Kaliwatu Session attended by 32 participants from Wilmar Group with the aim of enhancing team cooperation through a Game-Based Learning approach. This session took place from 1:00 PM to 3:00 PM WIB.

The event aimed to facilitate team cooperation using Game-Based Learning methods. Utilizing the Board Game Business Craft, participants were invited to engage in a game that honed their collaboration, communication, and problem-solving skills in dynamic and competitive situations.

Series of Activities

This session was divided into five tables, with each table consisting of five teams, each made up of two people and one facilitator. Every participant was challenged to collect as much money as possible as the objective of the game, but each round presented dynamics such as differences of opinion among individuals and competition between competitors.

The activities began with an introduction session, where participants and facilitators got to know each other and understood the event’s goals. Next, the facilitators explained how to play the Board Game Business Craft, ensuring all participants understood the rules and basic strategies needed to succeed in the game.

After a brief explanation, the playing session began. Participants actively engaged, trying to collect as much money as possible while facing challenges in each round. Facilitators observed and provided guidance when necessary, ensuring that each team could effectively implement their strategies.

The playing session concluded with a debriefing session, where participants and facilitators discussed their experiences during the game. This discussion included reflections on team cooperation dynamics, challenges faced, and ways to overcome differences of opinion and competition. Participants also shared insights on how this experience could be applied in the real work context at Wilmar Group.

Let’s Play Indonesia was pleased to collaborate with Wilmar Group and Kaliwatu Group in this event. Game-Based Learning is an effective method to enhance team cooperation and communication among participants. Let’s Play Indonesia hopes that this session can provide valuable experiences that can be applied in their daily work environment.

Experiencing Game-Based Learning emphasized the importance of innovation in training methods to achieve optimal results in human resource development.

Enthusiasm and Positive Response

The participants showed high enthusiasm throughout the session. They actively engaged in the game, demonstrating healthy competitive spirit and the ability to cooperate with their teammates. The final discussion session also indicated that participants gained many benefits from this experience, including new ways to communicate and resolve conflicts.

Conclusion

The Wilmar Kaliwatu Session organized by Let’s Play Indonesia and Kaliwatu Group successfully achieved its goal of enhancing team cooperation through Game-Based Learning. By utilizing the Board Game Business Craft, participants experienced intense teamwork dynamics and learned effective ways to communicate and solve problems. This event is expected to positively impact Wilmar Group by improving productivity and teamwork in their work environment.

Media Contact

For more information about this event, please contact:

Let’s Play Indonesia
Email: info@letsplay.id
Phone: +62 857-3362-4943

Comparison Study State University of Surabaya: Exploring Creative Industry Potential with Let’s Play Indonesia

Malang, 20 June 2024 – Let’s Play Indonesia was present as a speaker and participant in the Comparison Study event held on June 20, 2024. This Comparison Study was attended by 50 students from the D4 Graphic Design Study Program, Vocational Faculty, State University of Surabaya (UNESA), Class of 2022. The event provided an opportunity for students to gain a direct understanding of the creative industry and strengthen the relationship between academics and practitioners in the field of graphic design and the creative industry.

This comparison study was designed with the main goal of increasing students’ knowledge about how the creative industry operates professionally. From the ideation process to the final production stage, students were invited to gain a deeper understanding of the dynamics of this ever-evolving industry. Additionally, the event aimed to build stronger networks between students and practitioners, fostering collaborations that could enrich their academic and practical experiences.

Event Activities

The event, which took place from 3:00 PM to 5:00 PM WIB, was packed with various educational activities. One of the main sessions was an introduction to the potential of creating illustration assets applied to educational games. In this session, students were introduced to how illustrations play a crucial role in game development, especially in educational games that have high educational value.

Then, students were introduced to the production flow process in game development, including the ideation phase, concept development, prototype design, and final production. “We want students not only to understand the theory but also to see firsthand how a game is developed from scratch until it is ready for users,” said one of the speakers from Let’s Play Indonesia.

Furthermore, participants were given the opportunity to try out Si Centing (Stunting Prevention Simulation), a game developed by Let’s Play Indonesia to raise awareness about the importance of stunting prevention. Through this session, students could see how games can be used as an effective educational tool. This game session was not only enjoyable but also provided new insights into the potential of games as impactful educational media.

A representative from Let’s Play Indonesia expressed their satisfaction with the success of this event. “We are very excited to share knowledge and hands-on experiences with UNESA students. The creative industry, especially in game development, has immense potential in Indonesia. Through events like this, we hope to inspire the younger generation to keep innovating and explore various opportunities in this industry,” said a representative from Let’s Play Indonesia.

UNESA students showed great enthusiasm throughout the event. They actively participated in discussion sessions, asking about the challenges and opportunities in the creative industry, and enthusiastically engaged in the game session. One participant expressed, “This event truly opened my eyes to how the creative industry works. It’s a very valuable experience for me and my friends.”

Conclusion

This Comparison Study event by State University of Surabaya not only successfully provided new insights to students about the creative industry but also strengthened the relationship between the academic world and industry. Through direct experience, students gained a deeper understanding of the creative process in game development and the importance of collaboration in the creative business world. Let’s Play Indonesia hopes this event can be the beginning of various collaborations between academia and industry to nurture new talents in Indonesia’s creative world.

Media Contact

For more information about this event, please contact:

Let’s Play Indonesia
Email: info@letsplay.id
Phone: +62 857-3362-4943

Graphic Design Enrichment Workshop with SMP Insan Amanah: Fostering Creativity of the Young Generation through Game Character Creation

Malang, 11 June 2024 – Let’s Play Indonesia proudly announces the success of the Graphic Design Enrichment Workshop with SMP Insan Amanah, which took place from June 11 to 13, 2024. The workshop, held in the Library Room on the 6th floor of SMP Insan Amanah, was attended by 15 participants from the school. This event aimed to introduce the basic concepts of character creation for game asset development to the students.

Let’s Play Indonesia typically accompanies play sessions for students, teachers, as well as employees, staff, and so on by applying the Game Based Learning method (interactive learning using board games). In addition to play sessions using board games, Let’s Play Indonesia is also willing to conduct or collaborate with schools in organizing workshops to introduce creative processes, such as graphic design and behind-the-scenes processes in the gaming industry.

This event was designed to introduce 8th-grade students of SMP Insan Amanah to the basics of graphic design with a focus on game character creation. Let’s Play Indonesia hopes to foster interest and skills in graphic design among the young generation, as well as provide insights into the creative process in the gaming industry.

Series of Activities

The workshop lasted for three days, with each day having a different learning focus:

First Day – Introduction to Basic Shapes in Characters (June 11, 2024):
On the first day, participants were introduced to the basic concept of shapes in character design. Facilitator from Let’s Play Indonesia, Irma, explained how basic shapes can influence the personality and function of a character in a game. The session began with theory and continued with practical exercises aimed at providing an understanding of the importance of basic shapes in creating attractive and functional characters.

Second Day – Basics of Drawing and Expression Shapes (June 12, 2024):
The second day was filled with lessons by speaker Ayyub Anshari Sukmaraga on the basics of drawing and expression shapes to be applied to characters. Participants were taught basic techniques for drawing faces and bodies, as well as how to depict various expressions that can convey emotions and unique characteristics of each character. The session began with character design theory and continued with practical exercises to develop students’ technical skills in drawing lively and expressive characters.

Third Day – Research and Optimization of Character Shapes or Expressions (June 13, 2024):
On the last day, participants conducted research on character design development to determine the most optimal shapes or expressions for the characters they created. Participants were taught how to conduct visual research and reference analysis to develop characters that fit the game’s objectives. The session began with theory emphasizing the importance of research in the creative process, followed by practical work accompanied by Let’s Play Indonesia facilitators Alfi and Ulil, continued with student presentations, and evaluations of all activities.

Participants showed high enthusiasm throughout the workshop. They actively engaged in each session, asking questions, and discussing with the facilitators. Some participants even showed significant progress in their drawing abilities and understanding of character design.

A representative and game designer from Let’s Play Indonesia, Istivano, expressed his hopes for this activity. “We are pleased to collaborate with SMP Insan Amanah to organize this workshop. We believe that introducing the basics of graphic design and character creation in games can broaden students’ perspectives and interest in the creative industry. We hope this event can be the first step for them to explore and develop their talents in graphic design.”

Conclusion

The Graphic Design Enrichment event with SMP Insan Amanah organized by Let’s Play Indonesia successfully achieved its goal of introducing the basics of character creation concepts to students. Through structured and interactive activities, participants gained a better understanding of the creative process in graphic design and game character creation. This event is expected to motivate students to continue developing their skills and interests in graphic design and the creative industry.

Media Contact

For more information about this event, please contact:

Let’s Play Indonesia
Email: info@letsplay.id
Phone: +62 857-3362-4943

Visit of Sikola Mombine: Training on Using the Si Centing Application at Piknik Hub Malang

Malang, 3 July 2024 – Let’s Play Indonesia facilitated the visit of the Sikola Mombine Foundation held at Piknik Hub Malang. This event was attended by four trainers from Sikola Mombine, an educational organization in Palu. The main purpose of this visit was to train the trainers in mastering the use of the Si Centing application, a simulation game aimed at increasing awareness about stunting prevention.

Event Purpose

This event was designed to provide intensive training to trainers from Sikola Mombine on the use of the Si Centing application. By mastering this application, the trainers are expected to spread knowledge about stunting prevention to the community in Palu through an interactive and educational approach.

Series of Activities

The training began with an opening session and introduction between the Let’s Play Indonesia team and the trainers from Sikola Mombine. This session aimed to get to know the participants better and explain the goals and agenda of the training.

The Let’s Play Indonesia team introduced the Si Centing application, including its main features and the benefits of using this simulation game in stunting prevention education. The trainers were given explanations about the background of the application’s development and how this application can be used as an effective educational tool.

The next session focused on the technical training of using the Si Centing application. The trainers were taught how to operate the application, from installation, navigation, to the use of special features in the game. Practical exercises were provided to ensure each trainer felt comfortable and confident in using the application.

The trainers then conducted simulations using the Si Centing application, under the guidance of the Let’s Play Indonesia team. This session provided an opportunity for the trainers to apply the knowledge they had gained in real situations, as well as explore various scenarios that might be encountered when educating the community.

A discussion and Q&A session was held to discuss experiences during the training and answer questions that arose. The trainers shared their views and received clarifications on the use of the application and how to overcome challenges that might arise in the field.

The event concluded with the Let’s Play Indonesia team providing positive feedback and appreciating the active participation of the trainers. The trainers also gave their feedback on the training and the benefits they gained.

Let’s Play Indonesia was pleased to welcome the trainers from the Sikola Mombine Foundation and provide training on the Si Centing application. Through this training, the trainers can bring valuable knowledge about stunting prevention to their communities in Palu. The Let’s Play Indonesia team also hopes that the Si Centing application can become an effective tool in raising awareness and understanding of the importance of stunting prevention.

The trainers from Sikola Mombine showed high enthusiasm throughout the training. They actively participated in each session and expressed their appreciation for the opportunity to learn directly from the Let’s Play Indonesia team. The trainers felt that this training was very beneficial and provided them with new skills that can be applied in their communities.

Conclusion

The Sikola Mombine Visit event organized by Let’s Play Indonesia successfully achieved its goal of training the trainers in the use of the Si Centing application. Through comprehensive and interactive training, the trainers gained the knowledge and skills needed to educate the community about stunting prevention. This event is expected to have a positive and sustainable impact on efforts to raise awareness about stunting in Palu.

Media Contact

For more information about this event, please contact:

Let’s Play Indonesia
Email: info@letsplay.id
Phone: +62 857-3362-4943

Session of Game-Based Learning with Insan Amanah Students at Malang Creative Center

Malang, 18 July 2024 – Let’s Play Indonesia proudly organized the Game-Based Learning Session with Insan Amanah Students held on Thursday (18/7/2024) at Malang Creative Center (MCC). This event was attended by 170 participants consisting of 150 students from 7th to 9th grade at Insan Amanah Middle School and 20 facilitators.

The aim of this event is to enhance students’ awareness of the importance of tax consciousness through a Game-Based Learning approach using the Pesona Board Game (Pembangunan Ekonomi Sosial Negeri Aksi). By using this method, it is hoped that students can understand tax concepts in a more interactive and enjoyable way.

Series of Activities

The event started from 10:00 to 12:00 WIB with an introduction session by facilitators from Let’s Play Indonesia. The facilitators introduced themselves and explained the purpose of this event. They also provided an overview of the importance of taxes in economic and social development.

After the introduction session, facilitators explained how to play the Pesona Board Game to the students. This board game is designed to simulate economic and social development scenarios, where players must make decisions that impact the welfare of the community. Through this game, students are invited to understand how taxes contribute to development and public services.

Next, the students were divided into small groups, each consisting of 10 students and guided by a facilitator. In total, there were 15 facilitators helping the game run, consisting of 10 teachers from Insan Amanah and 5 facilitators from Let’s Play Indonesia. Each group was given a set of Pesona Board Game and began the playing session.

During the playing session, the students actively engaged in making strategic decisions that affect economic and social development in the game. Facilitators observed and provided guidance if needed, ensuring each group understood and followed the game rules well.

After the playing session ended, a reflective session was held where students were invited to reflect on their experiences during the game. This discussion was led by facilitators who explored students’ understanding of the role of taxes in economic and social development. The students shared their views and learned from each other’s experiences.

Let’s Play Indonesia is pleased to collaborate with Insan Amanah in this event. Game-Based Learning is an effective method to make learning more engaging and participative. We hope that through the Pesona Board Game, students can understand the importance of taxes and how their contributions can help build the country.

The students showed high enthusiasm throughout the event. They actively participated in each session and gave positive feedback on the benefits of the game-based learning method. Many students stated that they gained new insights and felt more motivated to learn about taxes and their role in society.

Conclusion

The Game-Based Learning Session with Insan Amanah Students organized by Let’s Play Indonesia successfully achieved its goal of enhancing students’ awareness of tax consciousness. Through interactive and practical sessions, the students acquired the knowledge and skills needed to understand the role of taxes in economic and social development. This event is expected to have a positive impact on teaching methods at Insan Amanah, as well as increase students’ understanding of the importance of their contributions as responsible citizens.

Media Contact

For more information about this event, please contact:

Let’s Play Indonesia
Email: info@letsplay.id
Telepon: +62 857-3362-4943

Podcast with American Corner UNAIR and US Consulate General: Exploring Game Developer Advancements in Education

Malang, 19 July 2024 – American Corner Airlangga University (UNAIR) organized a podcast featuring the US Consulate General and participants to discuss the development of the game developer industry and its application in education. This event was held on Friday (19/7/2024) and involved Let’s Play Indonesia alongside American Corner UNAIR.

The main objective of this podcast was to delve into insights on how the game developer industry has evolved and how game technology can be applied in an educational context. The discussion aimed to provide new perspectives on the opportunities and challenges faced by game developers and how games can be used as effective educational tools.

Series of Activities

The podcast began with introductions by the event moderator, who introduced the participants and the main speaker, the US Consulate General. This introduction provided a brief overview of the background and goals of the upcoming discussion.

Next, the US Consulate General shared general views on the development of the game developer industry, particularly in the United States. He explained how this industry has experienced rapid growth in recent years and various innovations that game developers have implemented to create more interactive and educational gaming experiences.

The discussion then shifted to the main topic, the application of game technology in education. The Consulate General presented various examples of how games can be used as effective learning tools, ranging from educational games designed to teach specific concepts to the use of gamification elements in daily learning to enhance student engagement and motivation.

Participants from American Corner UNAIR also had the opportunity to share their views and experiences. They asked questions about the best ways to integrate games into the educational curriculum and how to overcome potential challenges, such as resource availability and acceptance from schools.

The discussion was highly interactive, with each participant given the opportunity to ask questions and provide feedback. The US Consulate General provided in-depth and comprehensive answers, offering practical advice based on his experience and knowledge.

Conclusion

The podcast with American Corner UNAIR and the US Consulate General successfully achieved its goal of discussing the development of the game developer industry and its application in education. Through interactive and informative discussions, participants gained valuable knowledge about the opportunities and challenges in integrating games into learning. This event is expected to have a positive impact on the development of education in Indonesia and encourage further innovation in the use of game technology.

Media Contact

For more information about this event, please contact:

Let’s Play Indonesia
Email: info@letsplay.id
Telepon: +62 857-3362-4943

DIKST KEMENKOP Session: Enhancing Entrepreneurial Collaboration Through Game-Based Learning

Malang, 20 July 2024 – Let’s Play Indonesia played a role in the bootcamp event organized by the Directorate of Innovation and Science & Technology Area of the Ministry of Cooperatives (DIKST KEMENKOP) on Saturday (20/7/2024) at THE 1O1 Malang OJ. This event was attended by 40 participants from 20 startups in the agricultural sector.

The main purpose of this event was to provide participants with new insights and ideas about the importance of cooperation and collaboration in entrepreneurial teams. Through this session, participants were expected to enhance their ability to work together and develop effective business strategies.

Series of Activities

On the second day of the bootcamp, Let’s Play Indonesia facilitated a session of playing the Board Game Business Craft. This session was designed to simulate the dynamics of the business and entrepreneurial world through an interactive and educational game. The event took place from 13.00 to 15.00 WIB and began with an introduction session by facilitators from Let’s Play Indonesia. The facilitators introduced themselves and provided an overview of the goals and benefits of this session.

After the introduction, the facilitators explained the rules and how to play the Board Game Business Craft. This game was designed to challenge participants to collect as much money as possible as the main objective. However, each round of the game presented complex dynamics, such as differences of opinion among individuals and competition among competitors. This aimed to simulate real-world business situations where collaboration and negotiation are crucial.

Participants were divided into four tables, each consisting of five teams with two people per team and one facilitator. Each group was given a set of the Board Game Business Craft and started the game session. During the game, participants had to make strategic decisions, negotiate with team members, and overcome emerging challenges. The facilitators observed and provided guidance if needed, ensuring each group understood and followed the game rules properly.

The game session lasted for two hours, where participants were actively involved in every aspect of the game. They learned how to communicate effectively, make quick and precise decisions, and manage available resources to achieve team goals. This experience provided practical insights into the importance of collaboration and strategy in business development.

After the game session, a reflection session was held where participants were invited to reflect on their experiences during the game. This discussion was led by facilitators who explored the participants’ understanding of the dynamics they faced during the game. Participants shared their views and learned from each other’s experiences on how best to collaborate and overcome challenges in entrepreneurial teams.

Let’s Play Indonesia was very pleased to participate in the DIKST KEMENKOP bootcamp series. Through the Board Game Business Craft, Let’s Play Indonesia hopes participants understand the importance of collaboration and strategy in business. This session was designed to provide a deep practical experience of how to work in a team and overcome challenges together.

Participants also showed high enthusiasm throughout the event. They actively participated in every session and gave positive feedback on the benefits of this game-based learning method. Many participants stated that they gained new insights and felt more prepared to implement collaborative strategies in their businesses.

Conclusion

The DIKST KEMENKOP session organized by Let’s Play Indonesia successfully achieved its goal of enhancing participants’ insights and skills in entrepreneurial collaboration. Through interactive and practical sessions, participants gained valuable knowledge about business dynamics and the importance of working together in a team. This event is expected to have a positive impact on the development of agricultural startups in Indonesia and encourage further innovation in entrepreneurship.

Media Contact

For more information about this event, please contact:

Let’s Play Indonesia
Email: info@letsplay.id
Telepon: +62 857-3362-4943

Play Session with 3G Cooperative: Combining Learning and Play through Game-Based Learning

Malang, 21 July 2024 – On Sunday (21/7/2024), Let’s Play Indonesia organized the “Play Session with 3G Cooperative” event in Malang. The event was attended by 25 participants from the Glintung Go Green Cooperative (3G). Aiming to introduce the concept of student cooperatives through game-based learning, the event succeeded in creating an interactive and educational atmosphere.

The purpose of this event was to teach participants about the concept of student cooperatives through educational and interactive games. Additionally, the session aimed to enhance participants’ understanding of the dynamics of cooperation and competition in the business world through the use of board games.

Series of Activities

The event started at 10:00 AM WIB with an ice-breaking activity designed to create a relaxed atmosphere and prepare participants before the main game session. The ice-breaking activity successfully created a fun and relaxed environment, making it easier for participants to interact and get to know each other.

After the ice-breaking, Arif Bawono, co-founder of Let’s Play Indonesia, gave a briefing on the type and details of the game to be played. He explained in detail about the board game Business Craft, as well as the objectives and benefits of this session.

The game session was divided into three tables, with each table consisting of five teams. Each team consisted of two to three people and was accompanied by one facilitator. Participants were challenged to collect as much money as possible as the main objective of the game. However, each round of the game introduced dynamics that depicted real-world business challenges, such as differences of opinion among individuals and competition among competitors.

The Business Craft game lasted for two hours, starting with an introduction session, game instructions, the game session, and ending with a reflection session. The reflection session provided participants with the opportunity to reflect on their experiences, share their views, and learn from the situations faced during the game. This discussion was guided by facilitators who helped direct participants’ understanding of the importance of cooperation, strategy, and communication in business.

After the Business Craft session ended, participants enjoyed a break and lunch until 1:00 PM WIB.

The next session was a playtest of Kopsis Story, aimed at introducing the concept of student cooperatives to participants. The method used in this session was similar to the previous one: starting with an introduction, game instructions, the game session, and ending with a reflection session. The Kopsis Story session lasted for one hour, where participants were invited to understand how student cooperatives can function and provide benefits in the school environment.

On this occasion, Let’s Play Indonesia was pleased to be present and collaborate with 3G Cooperative to organize this event. Through game-based learning, Let’s Play Indonesia hopes participants not only learn about the concept of student cooperatives but also directly experience the dynamics that occur in the business world. This session was designed to provide a fun and interactive learning experience.

Participants showed high enthusiasm throughout the event. They actively participated in every session and gave positive feedback on the benefits of this game-based learning method. Many participants stated that they gained new insights into the concept of student cooperatives and business strategies and felt more prepared to apply this knowledge in their daily lives.

Conclusion

The “Play Session with 3G Cooperative” event organized by Let’s Play Indonesia successfully achieved its goal of introducing the concept of student cooperatives and enhancing participants’ understanding of business dynamics through game-based learning. With an interactive and educational approach, this event is expected to have a positive impact on the development of student cooperatives and encourage innovation in business education in Indonesia.

Media Contact

For more information about this event, please contact:

Let’s Play Indonesia
Email: info@letsplay.id
Telepon: +62 857-3362-4943