Learning Business and Management is more Engaging through Virtually Reality Games

By Adi Permana

Editor Vera Citra Utami

BANDUNG, itb.ac.id – School of Business and Management (SBM) ITB through Laboratory of Education Games (LEG) handed over a board game which is a result of the innovation of LEG during the ITB Board Meeting (Rapim) on Tuesday (26/10/2021). The board meeting was attended by the ITB Rector Prof. Reini Wirahadikusumah, Ph.D., the vice-rectors, and deans from various schools and faculties in ITB.

Yuanita Handayati, a member of the LEG expert team, explained that the kind of games that are being developed by LEG is a combination between normal card games and business management education. The objective behind these board games is to introduce business and management terms in a fun way to the public and to possibly increase their interest to learn more about business and management.

Yuanita said that this game is suited for everyone from students and public level to the corporate and educated class. "In each business dictionary card, there is business and management terminology written over it complete with its definition. Moreover, the cards also contain projections that will display the definition and implementation of those terminologies so that they can help the player to achieve more understanding.

"LEG SBM ITB has developed the game in the form of card and application, as well as integrating it using AR technology," she said.
Meanwhile, Utomo Sarjono Putro, the Dean of SBM ITB, added, "We have laboratories to help us in developing technology-based education system and problem-solving, one of its is LEG".

The Laboratory of Education Games (LEG), he continued, seeks to introduce business and management knowledge using the latest technology in a form of an educational game. This game will be used in business education and to simulate the business activities process.

By using its resources, LEG is working to make and develop board and card games, role-playing games, business simulation and design games, and digital games by using the web, application, and virtual reality media.

LEG provides the platform for both lecturers and students to allow them on innovating in the education system field, collaborate on research, and foster community development in a fun way. With the motto "Acitya Kaharsa Wijaya" (knowledge, fun, excellence), LEG innovates in developing new and engaging learning media.

Currently, LEG has several programs including the development of digital educational board and card games, business and management integration training through educational games, gamification from business process, mutual research and publication in the gamification field, and social creative economy development.

Finally, Yuanita said that until now LEG SBM-ITB has created more than 10 offline and online board games. Those board games have also been distributed through community service to both formal education, such as SDN Gagas Ceria and SD Lengkong, and corporation, such as PT Telkom and Kalla Group.

Reporter: Rilis (SBM ITB)
Translator: Favian Aldilla R (Civil Engineering, 2019)