Workshop Game-Developer SMA/MA/K Pemula di IKN 500 Pemuda Gen-Z Berani Bermimpi, Bermain Bersama, Bangun Kemandirian Bangsa
Researcher Name (Team Leader)

Agung Dewandaru



Activity Summary

Indonesia has great potential in human resources, and has experienced a demographic bonus where the population of productive age is greater than that of non-productive age. However, this productivity is often hampered by various factors. One of them is that children and teenagers often experience negative influences from the circulation of content, applications and games that are easily accessed with smartphones, which can take up a lot of time or even lead to addiction.

Based on data from the Indonesian Game Association (AGI ), the number of game players in Indonesia reaches more than 100 million people, with revenues from the gaming industry reaching trillions of rupiah every year. This shows the high interest of the public, especially the younger generation, in games and the creative industry. However, most of them only stop at the content-consumer level, that is, they only become markets for large industries. Local game developers only control less than 1% of this local market share.

The Bandung Institute of Technology (ITB) as a higher education institution that has a strong commitment to the development of science and technology, plays an active role in supporting the development of creative industries in Indonesia, including targeting underdeveloped, frontier and outermost areas, in the current context the focus is on the Archipelago Capital (IKN) area and its surroundings. ITB with its technology-laden educational programs wants to try to provide positive education and stimulus for the nation's youth so that they don't get swept away by negative impacts, or just dissolve into the market but can play a role in more than that.

One of the efforts ITB's reality is expressed through the Community Service program in the form of a series of activities:

Talkshow, Webinar, & Workshop

GAME-DEV BEGINNERS FOR SMA/MA/SMK IN IKN

500 Gen-Z Youth

Dare to Dream, Play Together

Building National Independence

which is targeted to be attended by at least 500 students and 200 high school teachers in IKN and surrounding areas to jointly dare to open their horizons and try to create games together in a friendly playing atmosphere. fun and creative with expert speakers in the field of games. With this activity, it is hoped that it can trigger the enthusiasm of the nation's children to learn programming and art as two main competencies in the digital world and spur the growth and development of independence in the national creative industry in the long term.



Target

Providing opportunities for SMA/MA/SMK level students in IKN and surrounding areas to learn programming and digital art using the medium of game development through a series of talk shows, and structured project-based workshops to produce prototype samples from participants. Providing teachers with relevant material related to positive game literacy and computational thinking so that it is hoped that teachers can become mentors and mediators for students in the following years. Increase self-confidence, dare to dream of breaking boundaries, build creativity, and interdisciplinary collaboration between students in designing games. Pioneering collaboration between ITB, the gaming community, and contributing to the development of the IKN region as a center for creative industries.



Testimonials

Become a positive stimulus and equip Gen-z children with positive experiences and become the seed for the growth of the creative economy community at IKN, in line with Presidential Decree on the Acceleration of the National Games Industry Number 19 of 2024.