Laboratory of Educational Games (LEG)

    Through the belief and understanding of playing as a platform of learning, the Laboratory of Educational Games (LEG) seeks to embed business and management knowledge with state-of-the-art technology within games that is used for business education and business process engineering. With broad ranging knowledge of our members, LEG has resources allowing the development of board and card games, role playing games, games for designing and executing business processes, and digital embedded games using web, apps, and virtual reality media.

    Our education games utilize knowledge of human cognition, operation and corporate performance, business risk and finance, decision making, negotiation, business strategy, entrepreneurship and related topics in business and management. Our missions are:

    1. To develop and introduce the richness of games as alternative media of business and management education
    2. To promote profound research on game and gamification as a foundation of game development
    3. To exert the produced educational games in executive education and community services to boost creative based economy

    As part of SBM ITB, LEG provides a space for faculties and students to innovate learning process, collaborate in research, and nurture community development in a fun way. With the motto of “Acitya Kaharsa Wijaya” (knowledge, fun, excellence), we innovate the way of learning, enrich people’s lives with creative solutions, and captivate esteemed students’ and partners’ lives with joy and jubilance. 

    Learning process methods

    Game-Based Learning

    Game-based learning is training that uses game elements to teach a specific skill or achieve a specific learning outcome. It takes your core content and objectives and makes it fun.

    Gamification

    Gamification is the application of game mechanics in a non-game context to promote desired behavior and drive learning outcomes. Such as think points, badges, leader boards and incentives.

    Programs

    • Development of board, card, and digital education games
    • Integration of business and management training with educational games
    • Gamification of a business process
    • Joint research and publication in the field of gamification
    • Contributing to creative economy development through community services

    Team

    Head of Laboratory
    Dr. Yuanita Handayati, M.S.M.

    Secretary
    Layung Anindya, MSM
    Imas Siti Masitoh, S.E

    Treasury
    Aswin Rahadi, Ph.D

    External and Brand Development
    Erlangga Mahardika, MSM

    Gamification Research
    Shimaditya Nuraeni, S.Psi., MSM

     

    Creative Game Development
    Nur Arief Rahmatsyah, M.HRMHons
    Aria Bayu Pangestu, M.HRM
    Beres Hasudungan Lumbangaol, S.M
    Arif Ramadhan, S.T
    Derry Chandra Rizky, S.Kom

    Experts Team
    Achmad Ghazali, Ph.D
    Bayuningrat H, MBA
    Donald Crestofel Lantu, Ph.D
    Dr. Eng. Nur Budi Mulyono
    Noorhan Firdaus Pambudi, MSM
    Yorga Permana, M.Sc
    Yudo Anggoro, Ph.D
    Kurnia Fajar Afgani, S.AB., M.B.A
    Ilma Aulia Zaim, Ph.D

    Contact Us

    SBM ITB Laboratory of Educational Games
    Labtek XIV, 3rd floor

    Jl. Ganesha No.10, Bandung, 40132, Indonesia
    Phone: (+622) 2531923
    Instagram: @legsbmitb