Development of TANGGUH Gamification (Traditional Games in Indonesian Historiography) in Indonesian cross-cultural courses and its impact on the growth of national identity awareness

Authors

  • Joko Sayono Department of History Education, Faculty of Social Science, State University of Malang, Malang, Indonesia
  • Didin Saripudin Department of History Education, Faculty of Social Science, Universitas Pendidikan Indonesia, Bandung, Indonesia
  • Zulkarnain Department of History Education, Faculty of Social Science, Yogyakarta State University, Yogyakarta, Indonesia
  • Lutfiah Ayundasari Department of History Education, Faculty of Social Science, State University of Malang, Malang, Indonesia
  • Wahyu Djoko Sulistyo Department of History Education, Faculty of Social Science, State University of Malang, Malang, Indonesia
  • Gedhe Ashari Department of History Education, Faculty of Social Science, State University of Malang, Malang, Indonesia
  • Mellina Nur Hafida Department of History Education, Faculty of Social Science, State University of Malang, Malang, Indonesia

Keywords:

TANGGUH gamification, Indonesian historiography, Cross-cultural courses, National identity awareness

Abstract

This research develops the gamification of TANGGUH (Traditional Games
in Indonesian Historiography) as a learning medium to increase student
involvement in history learning, cross-cultural understanding, and preservation
of local wisdom in Indonesia. This gamification integrates traditional games
in Indonesian Cross-Cultural courses to strengthen students’ national identity.
This research uses the Research and Development (R&D) method with the
ADDIE model, which consists of five stages: Analysis, Design, Development,
Implementation, and Evaluation. In the Analysis stage, the needs of students in
understanding the value of local history and culture are identified. The Design
stage produces a learning media design that combines traditional games with
gamification elements to create an interactive learning environment. In the
Development stage, the TANGGUH application was validated by material
and media experts with high feasibility results, obtaining a score of 4.53 for
material validation and 4.46 for media validation. In the Implementation stage,
the trial with 21 students based on 10 indicators resulted in an average score
of 4.21 showing very high effectiveness. The findings of the study show that
the integration of traditional games as teaching materials in the context of
history, culture, and local wisdom significantly enriches the learning experience
of students. The results of the questionnaire showed an increase in national
identity awareness from 3.12 to 4.27, with an N-gain score of 1.15, signaling
a significant change. Therefore, TANGGUH gamification has proven to be
effective and worthy of use in history learning and contributing to strengthening
national identity and appreciation of Indonesia’s cultural heritage.

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Published

08-09-2026

How to Cite

Sayono, J., Saripudin, D., Zulkarnain, Ayundasari, L., Sulistyo, W. D., Ashari, G., & Hafida, M. N. (2026). Development of TANGGUH Gamification (Traditional Games in Indonesian Historiography) in Indonesian cross-cultural courses and its impact on the growth of national identity awareness. Kasetsart Journal of Social Sciences, 47(3), 470336. retrieved from https://so04.tci-thaijo.org/index.php/kjss/article/view/292674

Issue

Section

Research articles