Designing a Batak Toba Local Content Educational Game Prototype: A GDLC-Based User Needs Analysis Approach
Digital-based educational games that incorporate local content have significant potential as interactive and engaging learning media, particularly in introducing local culture to users as well as understanding their own culture and serving as a form of appreciation and strengthening of national identity. Currently available educational game applications, however, are limited to a few particular cultures, with less attention to integrating local elements, particularly those of the Batak Toba culture. This study aims to identify the necessary features, design, and gamification models, as well as the factors influencing the effectiveness of educational games in enhancing understanding of local content, using the Game Development Life Cycle (GDLC) method with the addition of user needs analysis. The user needs analysis was conducted using a survey and Focus Group Discussions (FGD) with prospective user partners at primary schools in Toba. The user needs analysis indicated a need for a mobile application with interactive, user-friendly features. More than 33% chose adventure, with some challenges and trophies, to be played individually or as part of a team. Furthermore, the results of the survey and FGD served as the basis for the pre-production phase, which determined the game type, scenario, gameplay, and challenges. In the production phase, the game interface was designed according to user needs. The final stage of prototype testing indicated that 95% of respondents stated that the prototype depicted Batak cultural content. This research contributes to the implementation of GDLC by integrating user needs analysis into data collection to increase software satisfaction and acceptance. Further research is needed to analyze system testing and the application's impact on students' knowledge of the Batak Toba subject.
Keywords: Local content, Educative game, User analysis, Culture, Gamification.
Ahyati, A. I., Dewi, D. A., & Hayat, R. S. (2024). Peran game online “Edukatif” dalam pembelajaran berbasis kebudayaan lokal terhadap pemahaman literasi budaya siswa SD [The role of "Educative" online games in local culture-based learning towards elementary school students' understanding of cultural literacy]. ELSCHO: Jurnal Pendidikan Guru Sekolah Dasar, 2(2), 1–8. https://journal.uir.ac.id/index.php/elscho/article/view/15570%0Ahttps://journal.uir.ac.id/index.php/elscho/article/download/15570/6775
Aprilianto, M. A. J., Wijayanti, E., & Chamid, A. A. (2025). Game Adventure of Cakra Versi Cerita Rakyat Indonesia Sebagai Media Pembelajaran Interaktif [Game Adventure of Cakra Version of Indonesian Folklore as an Interactive Learning Media]. MALCOM: Indonesian Journal of Machine Learning and Computer Science, 5(1), 414–422.
Ariyana, R. Y., Susanti, E., Ath-Thaariq, M. R., & Apriadi, R. (2022). Penerapan metode Game Development Life Cycle (GDLC) pada pengembangan game motif batik khas Yogyakarta [Application of the Game Development Life Cycle (GDLC) method in the development of a game with Yogyakarta batik motifs]. INSOLOGI: Jurnal Sains Dan Teknologi, 1(6), 796–807. https://doi.org/10.55123/insologi.v1i6.1129
Asiqin, F., Rahma, G., Sumaryana, Y., & Hidayat, C. R. (2025). Game edukasi pembelajaran budaya Flores berbasis Android dengan menggunakan metode Game Development Life Cycle (GDLC) [An Android-based Flores cultural learning educational game using the Game Development Life Cycle (GDLC) method]. Jurnal Informatika Dan Teknik Elektro Terapan, 13(1). https://doi.org/10.23960/jitet.v13i1.5917
Babakr, Z. H., Mohamedamin, P., & Kakamad, K. (2019). Piaget’s cognitive developmental theory: Critical review. Asian Institute of Research, 2(3), 517–524. https://doi.org/10.31014/aior.1993.02.03.84
Baka, N. A., Laksana, D. N. L., & Dhiu, K. D. (2019). Konten dan konteks budaya lokal Ngada sebagai bahan ajar tematik di Sekolah Dasar [The content and context of Ngada local culture as thematic teaching materials in elementary schools]. Journal of Education Technology, 2(2), 46. https://doi.org/10.23887/jet.v2i2.16181
Bano, M., & Zowghi, D. (2015). A Systematic review on the relationship between user involvement and system success. Inf Softw Technol, 58(1), 148–169.
Cahyono, H., & Iswati. (2017). Urgensi pendidikan multikultural sebagai upaya meningkatkan apresiasi siswa terhadap kearifan budaya lokal. Elementary, 3, 15–29.
Castro, J. W., Acuña, S. T., & Monte, B. (2008). Enriching requirements analysis with the personas technique. Conference: Proceedings of the First Workshop on the Interplay between Usability Evaluation and Software Development.
Dong, X., Liang, H., & Zhang, Y. (2024). Enhancing children’s cognitive skills: An experimental study on virtual reality-based gamified educational practices. Education and Information Technology, 29, 7569–7594.
Faizatunisa, A. R., & Kuniati, E. (2024). Systematic literature review : Efektivitas penggunaan game digital. Jurnal PAUD Agapedia, 8(2), 203–208.
Føreland, L. R., & Äärelä-Vihriälä, R. (2024). Exploring the use of Minecraft in Sámi Teacher Education. Genealogy, 8, 1–19.
Gu, Y., Oprean, D., Riedel, N., & Larsen, S. (2025). Exploring learning game core dynamics for engagement: a 2-year cross-case comparison of geography undergraduates’ perceptions of Biomes Rescue, a platformer game. Interactive Learning Environments, 33(7), 4257–4271.
Hajimoradkhani, H., Khomeini, Y. I., Mashayekh, S., & Khodabandelou, R. (2019). Digital game-based learning in an introductory accounting course : Design and development of an instructional game. International Journal of Game Based Learning, 13(1), 1–21. https://doi.org/10.4018/IJGBL.324073
Hamzah, H. I., Jing, C. Y., Muda, T. Z. T., & Zaiyadi, M. F. (2025). Usability and acceptance of Malay learning: A game-based mobile application for second language vocabulary acquisition. International Journal of Education, Psychology and Counseling, 10(61), 1207–1217. https://doi.org/10.35631/IJEPC.1061083
Harms, J., Biegler, S., Wimmer, C., Kappel, K., & Grechenig, T. (2015). Gamification of online surveys: Design process, case study, and evaluation. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 9296(4), 219–236. https://doi.org/10.1007/978-3-319-22701-6_16
Hu, X. (2025). Navigating the sojourn : a mixed ‑ methods exploration of game ‑ based approaches for enhancing intercultural adaptation among Chinese international higher education students in Australia. Discover Education, 4(5). https://doi.org/10.1007/s44217-025-00399-5
Krisdiawan, R., & Darsanto. (2019). Penerapan model pengembangan game GDLC (Game Development Life Cycle) dalam membangun game platform berbasis mobile [Implementation of the GDLC (Game Development Life Cycle) game development model in building mobile-based platform games]. Teknokram, 2(1), 31–40.
Kurniawan, B., Letasado, M. R., Nuriyah, H. S., & Amri, N. (2026). Pemanfaatan platform digital untuk meningkatkan aktivitas belajar peserta didik [Utilization of digital platforms to improve student learning activities]. Jurnal Pendidikan Indonesia: Teori, Penelitian Dan Inovasi, 6(1). https://doi.org/10.59818/jpi.v6i1.2719
Limbong, T., Simarmata, J., & Simanullang, J. (2023). Pelatihan pembelajaran model permainan untuk pelajaran Muatan Lokal Aksara Batak pada siswa SD Negeri 173403 Sirisirisi Kabupaten Humbang Hasundutan [Game model learning training for Batak Script Local Content lessons for students of SD Negeri 173403 Sirisirisi, Humbang Hasundutan Regency]. ULEAD: E-Jurnal Pengabdian, 2(2), 57–64.
Lopes, A., Valentim, N., Moraes, B., Zilse, R., & Conte, T. (2018). Applying user-centered techniques to analyze and design a mobile application. Journal of Software Engineering Research and Development, (6)5,1–23. https://doi.org/10.1186/s40411-018-0049-1
Nurdiana, R., & Asmah, S. N. (2022). Game edukasi matematika ”Tang Mane Bakoel Saprahan” dengan konteks kearifan lokal Melayu Kalimantan Barat[Mathematics education game "Tang Mane Bakoel Saprahan" with the context of local wisdom of West Kalimantan Malays]. Jurnal Pendidikan Matematika Indonesia, 7(1), 1–6.
Oshi, A., Tokey, S. S., Glaser, N., & Kao, D. (2025). Exploring content integration in educational video games. Journal TechTrends, 69(5).
Pangau, L., Kaunang, S., & Lumenta, A. S. M. (2019). Game based education: pengenalan peristiwa sejarah Permesta di Minahasa [Game based education: introduction to the historical events of Permesta in Minahasa]. Jurnal Teknik Informatika, 14(2).
Pasaribu, M., Damanik, J. Y., Lumban Gaol, T., Manurung, A., & Sinambela, E. (2024). Sosialisasi dan diseminasi buku konten lokal “Semangat Uli Meraih Mimpi” di Sekolah Dasar di Kabupaten Toba [Socialization and dissemination of the local content book "Semangat Uli Meraih Mimpi" in Elementary Schools in Toba Regency]. Panrita Abdi-Jurnal Pengabdian Pada Masyarakat, 8(4).
Pasaribu, M., Lumban Gaol, T., & Turnip, T. N. (2022). Pembangunan aplikasi pembelajaran Del-Gong Kids Corner App di Desa Lumban Dolok–Kecamatan Silaen, Kabupaten Toba, Sumatera Utara [Development of the Del-Gong Kids Corner App learning application in Lumban Dolok Village–Silaen District, Toba Regency, North Sumatra]. Panrita Abdi-Jurnal Pengabdian Kepada Masyarakat, 6(2), 385–391. https://doi.org/https://doi.org/10.20956/pa.v6i2.14425
Piaget, J. (1964). Cognitive development in children: Development and learning. Journal of Research in Science Teaching, 2, 176–186.
Prasetyo, T. A., Pasaribu, M., Gaol, T. L., Turnip, T. N., Damanik, J. Y., Panjaitan, A., Pane, M., Tobing, N. F. L., Pardosi, L. M., Timothy, T., & Sihombing, Y. (2023). Development of DelTalk (an English learning application) using Agile Method. Jurnal Teknologi Informasi Dan Pendidikan, 16(1), 259–273. https://doi.org/10.24036/jtip.v16i1.662
Qonitattsani, Z. F., & Sukardi. (2024). Web-based educational game application to improve the ability to identifying the main idea in Indonesian language learning. International Journal of Elementary Education, 8(2), 207–217.
Rachmadyanti, P. (2017). Penguatan pendidikan karakter bagi siswa sekolah dasar melalui kearifan lokal [Strengthening character education for elementary school students through local wisdom]. JPSD (Jurnal Pendidikan Sekolah Dasar), 3(2), 201–214.
Saputra, A. A., Putra, F. N., & Yusron, R. D. R. (2022). Pembuatan game edukasi pengenalan Kebudayaan Indonesia menggunakan metode Game Development Life Cycle (GDLC) berbasis Android [Creating an educational game to introduce Indonesian culture using the Android-based Game Development Life Cycle (GDLC) method.]. Journal Automation Computer Information System, 2(1), 66–73.
Sevilla, C. G., Ochave, J. A., Punsalan, T. G., Regala, B. P., & Uriarte, G. G. (2007). Research methods. Rex Printing Company.
Sidik, M. D. S., Kusdinar, A. B., & Asriyanik. (2024). Pengembangan game edukasi untuk pengenalan sampah organik, anorganik dan B3 dengan metode Game Development Life Cycle [Development of educational games for the introduction of organic, inorganic and B3 waste using the Game Development Life Cycle method]. JATI (Jurnal Mahasiswa Teknik Informatika), 8(6), 11772–11779. https://doi.org/10.36040/jati.v8i6.11537
Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cognitive Science, 12(2), 257–285. https://doi.org/10.1016/0364-0213(88)90023-7
Sweller, J. (2024). Cognitive load theory and individual differences. Learning and Individual Differences, 110, 1–5. https://doi.org/10.1016/j.lindif.2024.102423
Utami, S., & Ghufron, A. (2024). A Critical appraisal : Elementary school coding education effectiveness with scratch in alignment with cognitive development, analyzed through Piagetian Lens. J. Electrical Systems, 20(5), 1180–1187.
Utami, S. P., Pratiwi, P. S., & Nurmaya. (2022). Development of mobile application M-Epier using MDA Framework. Syntax Literate: Jurnal Ilmiah Indonesia, 7(5), 6440–6459. https://doi.org/10.36418/syntax-literate.v7i5.7183
Wildan, A., & Rusdiyani, I. (2023). Pengembangan media GAULL ( Game Edukasi Wordwall ) pada materi bangun ruang untuk siswa Sekolah Dasar [Development of GAULL media (Wordwall Educational Game) on spatial geometry material for elementary school students]. Jurnal Cendekia: Jurnal Pendidikan Matematika, 07(02), 1623–1634.
Refbacks
- There are currently no refbacks.

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
The copyright is reserved to Research in Education, Technology, and Multiculture that is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Address:
CV. IMRECS: Jalan Gagak I, Kecamatan Larangan, Kota Tangerang. Postal Code: 15155
STKIP Al Islam Tunas Bangsa: Jalan Z.A. Pagar Alam No. 41 Gedong Meneng Bandar Lampung
