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  3. Vol. 10, No. 4, November 2025
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Vol. 10, No. 4, November 2025

Issue Published : Oct 16, 2025
Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Game development of Banjar Archive for interactive cultural education ultilizing large language models

https://doi.org/10.22219/kinetik.v10i4.2294
Rifqi Adi Mu'Ammar
Universitas Lambung Mangkurat
Friska Abadi
Universitas Lambung Mangkurat
Irwan Budiman
Universitas Lambung Mangkurat
Radityo Adi Nugroho
Universitas Lambung Mangkurat
Dodon Turianto Nugrahadi
Universitas Lambung Mangkurat

Corresponding Author(s) : Rifqi Adi Mu'Ammar

2011016210018@mhs.ulm.ac.id

Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, Vol. 10, No. 4, November 2025
Article Published : Oct 16, 2025

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Abstract

The preservation of Banjar cultural heritage is threatened by globalization andthe fading interest of younger generations. This study addressed thesechallenges by developing an interactive educational game using the GameDevelopment Life Cycle (GDLC) framework and integrating Large LanguageModels (LLMs) for adaptive and immersive player interactions. The six stagesof GDLC namely initiation, pre-production, production, testing, beta, andrelease were systematically applied, resulting in a game that blends dynamicnarratives to engage players while educating them about Banjar culture. BlackBox Testing verified 14 test scenarios that all passed successfully, ensuringsystem stability and reliability. Additionally, user experience evaluation usingthe Game Experience Questionnaire (GEQ) highlighted high levels ofimmersion (4.936), competence (4.448), flow (3.124) and positive affect(4.976) among players, with minimal reported tension (1), challenge (1.744)and negative affect (1.07). These results demonstrated that the gamesuccessfully balances educational goals with engaging gameplay, fosteringmeaningful connections to Banjar heritage. By leveraging LLM technology thegame enhances interactivity offering an innovative approach to Banjar culturalpreservation in the digital era. This research extends the existing body ofknowledge on AI-driven gamification strategies in heritage conservation with aspecific focus on Banjar culture.

Keywords

Banjar Culture Large Language Models Gamification Educational Game Interactive Learning
Adi Mu’Ammar, R., Abadi, F., Budiman, I., Adi Nugroho, R., & Turianto Nugrahadi, D. (2025). Game development of Banjar Archive for interactive cultural education ultilizing large language models . Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 10(4). https://doi.org/10.22219/kinetik.v10i4.2294
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References
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  9. R. Andrea and A. Nurhuda, “Developing Edu-Game ‘Ulun Smart-Kid’ Learning Media of Banjar Language and Game Agent with Finite State Machine Model,” Int. J. Educ. Manag. Eng., vol. 10, no. 6, pp. 10–16, Dec. 2020, https://doi.org/10.5815/ijeme.2020.05.02
  10. H. P. N. Putro, “BANJAR TRADITIONAL GAME AS LEARNING MODEL OF SOCIAL SCIENCE EDUCATION IN SOUTH KALIMANTAN,” Dec. 25, 2020. https://doi.org/10.31219/osf.io/jva4w
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  13. S. Nepal et al., “Contextual AI Journaling: Integrating LLM and Time Series Behavioral Sensing Technology to Promote Self-Reflection and Well-being using the MindScape App,” Conf. Hum. Factors Comput. Syst. - Proc., 2024, https://doi.org/10.1145/3613905.3650767
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  16. B. DaCosta and C. Kinsell, “Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games,” Educ. Sci., vol. 13, no. 1, 2023, https://doi.org/10.3390/educsci13010047
  17. P. Srdanović, T. Skala, and M. Maričević, “InHeritage—A Gamified Mobile Application with AR and VR for Cultural Heritage Preservation in the Metaverse,” Appl. Sci., vol. 15, no. 1, p. 257, Dec. 2024, https://doi.org/10.3390/app15010257
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  20. L. Husniah, B. F. Pratama, and H. Wibowo, “Gamification And GDLC (Game Development Life Cycle) Application For Designing The Sumbawa Folklore Game ”The Legend Of Tanjung Menangis (Crying Cape)”,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 3, no. 4, pp. 351–358, 2018, https://doi.org/10.22219/kinetik.v3i4.721
  21. A. Andi, J. Charles, O. Pribadi, C. Juliandy, and R. Robet, “Game Development ‘Kill Corona Virus’ For Education About Vaccination Using Finite State Machine and Collision Detection,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 4, no. 4, 2022, https://doi.org/10.22219/kinetik.v7i4.1470
  22. Richard Gunawan, Yohanes Priadi Wibisono, Clara Hetty Primasari, and Djoko Budiyanto, “Blackbox Testing on Virtual Reality Gamelan Saron Using Equivalence Partition Method,” J. Buana Inform., vol. 14, no. 01, pp. 11–19, Apr. 2023, https://doi.org/10.24002/jbi.v14i01.6606
  23. F. P. Utami, H. Zahra Alifa, D. Muhammad, and A. Yaqin, “Implementasi Black Box Testing Pada Game Ular Untuk Mendeteksi Bug,” JACIS J. Autom. Comput. Inf. Syst., pp. 76–87, 2024, https://doi.org/10.47134/jacis.v4i2.85
  24. R. Y. Ariyana, Erma Susanti, Muhammad Rizqy Ath-Thaariq, and Riki Apriadi, “Penerapan Uji Fungsionalitas Menggunakan Black Box Testing pada Game Motif Batik Khas Yogyakarta,” JUMINTAL J. Manaj. Inform. dan Bisnis Digit., vol. 2, no. 1, pp. 33–43, May 2023, https://doi.org/10.55123/jumintal.v2i1.2371
  25. M. Rebhi et al., “Reliability and Validity of the Arabic Version of the Game Experience Questionnaire: Pilot Questionnaire Study,” JMIR Form. Res., vol. 7, pp. 1–15, 2023, https://doi.org/10.2196/42584
  26. W. A. IJsselsteijn, Y. A. W. de Kort, and K. Poels, “The Game Experience Questionnaire,” no. 2013, 2013, [Online]. Available: https://research.tue.nl/en/publications/the-game-experience-questionnaire
  27. F. Brühlmann and G. M. Schmid, “How to measure the game experience? Analysis of the factor structure of two questionnaires,” Conf. Hum. Factors Comput. Syst. - Proc., vol. 18, pp. 1181–1186, 2015, https://doi.org/10.1145/2702613.2732831
  28. N. Zulfa, D. Yuniasri, P. Damayanti, D. Herumurti, and A. A. Yunanto, “The Effect of UI and UX enhancement on bomberman game based on game experience questionnaire (GEQ),” in Proceedings - 2020 International Seminar on Application for Technology of Information and Communication: IT Challenges for Sustainability, Scalability, and Security in the Age of Digital Disruption, iSemantic 2020, IEEE, Sep. 2020, pp. 543–547. https://doi.org/10.1109/iSemantic50169.2020.9234220
  29. S. Nasution, A. H. Nasution, and A. L. Hakim, “Pembuatan Plugin Tile-Based Game Pada Unity 3D,” IT J. Res. Dev., vol. 4, no. 1, pp. 46–60, Aug. 2019, https://doi.org/10.25299/itjrd.2019.vol4(1).3517
  30. N. Piovesan, A. De Domenicoo, and F. Ayed, “Telecom Language Models: Must They Be Large?,” in 2024 IEEE 35th International Symposium on Personal, Indoor and Mobile Radio Communications (PIMRC), IEEE, Sep. 2024, pp. 1–6. https://doi.org/10.1109/PIMRC59610.2024.10817162
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References


A. Hiswara, A. M. Aziz, and Y. Pujowati, “Cultural Preservation in a Globalized World: Strategies for Sustaining Heritage,” West Sci. Soc. Humanit. Stud., vol. 1, no. 03, pp. 98–106, Sep. 2023, https://doi.org/10.58812/wsshs.v1i03.250

F. Toti, “The Effects of Economic Globalization on Indigenous Communities,” Int. J. Humanit. Soc. Sci., vol. 2, no. 3, pp. 1–14, Mar. 2024, https://doi.org/10.47941/ijhss.1782

Wahyu, “Local Wisdom in Banjar Cultural Perspective,” in Proceedings of the 2nd International Conference on Social Sciences Education (ICSSE 2020), 2021, pp. 54–65. https://doi.org/10.2991/assehr.k.210222.003

S. A. Fadhilah et al., “The Role of Digital Technology in the Preservation and Resilience of Local Culture in the Era of Globalization,” Int. J. Adv. Multidiscip. Res. Stud., vol. 4, no. 4, pp. 385–391, Jul. 2024, https://doi.org/10.62225/2583049X.2024.4.4.3049

S. Saad, P. L. Wediyantoro, and A. N. F. Zolkifli, “Cultural Preservation in the Digital Age: The Future of Indigenous Folktales and Legends,” Int. J. Res. Innov. Soc. Sci., vol. VIII, no. IX, pp. 2835–2847, 2024, https://doi.org/10.47772/IJRISS.2024.8090237

Y. A. Ajani, B. D. Oladokun, S. A. Olarongbe, M. N. Amaechi, N. Rabiu, and M. T. Bashorun, “Revitalizing Indigenous Knowledge Systems via Digital Media Technologies for Sustainability of Indigenous Languages,” Preserv. Digit. Technol. Cult., vol. 53, no. 1, pp. 35–44, Apr. 2024, https://doi.org/10.1515/pdtc-2023-0051

A. A. Syahidi, A. Riyadi, S. Zakiah, and M. Astuti, “PENGEMBANGAN GAME ACTION-ADVENTURE BERDASARKAN CERITA RAKYAT SULTAN SURIANSYAH BERMUATAN KEARIFAN LOKAL BANJARMASIN BERBASIS PERANGKAT BERGERAK,” J. Borneo Inform. dan Tek. Komput., vol. 1, no. 1, pp. 25–37, Oct. 2021, https://doi.org/10.35334/jbit.v1i1.2122

A. A. Syahidi, A. A. Supianto, and H. Tolle, “Design and Implementation of Bekantan Educational Game (BEG) as a Banjar Language Learning Media,” Int. J. Interact. Mob. Technol., vol. 13, no. 03, p. 108, Mar. 2019, https://doi.org/10.3991/ijim.v12i7.9257

R. Andrea and A. Nurhuda, “Developing Edu-Game ‘Ulun Smart-Kid’ Learning Media of Banjar Language and Game Agent with Finite State Machine Model,” Int. J. Educ. Manag. Eng., vol. 10, no. 6, pp. 10–16, Dec. 2020, https://doi.org/10.5815/ijeme.2020.05.02

H. P. N. Putro, “BANJAR TRADITIONAL GAME AS LEARNING MODEL OF SOCIAL SCIENCE EDUCATION IN SOUTH KALIMANTAN,” Dec. 25, 2020. https://doi.org/10.31219/osf.io/jva4w

I. C. Peláez-Sánchez, D. Velarde-Camaqui, and L. D. Glasserman-Morales, “The impact of large language models on higher education: exploring the connection between AI and Education 4.0,” Front. Educ., vol. 9, no. June, Jun. 2024, https://doi.org/10.3389/feduc.2024.1392091

S. V. Afshar, S. Eshaghi, M. Hadighi, and G. Varinlioglu, “From Past to Present: A study of AI-driven gamification in heritage education,” in Proceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europe, 2024, pp. 249–258. https://doi.org/10.52842/conf.ecaade.2024.2.249

S. Nepal et al., “Contextual AI Journaling: Integrating LLM and Time Series Behavioral Sensing Technology to Promote Self-Reflection and Well-being using the MindScape App,” Conf. Hum. Factors Comput. Syst. - Proc., 2024, https://doi.org/10.1145/3613905.3650767

V. Kumaran, J. Rowe, and J. Lester, “NarrativeGenie: Generating Narrative Beats and Dynamic Storytelling with Large Language Models,” Proc. AAAI Conf. Artif. Intell. Interact. Digit. Entertain., vol. 20, no. 1, pp. 76–86, Nov. 2024, https://doi.org/10.1609/aiide.v20i1.31868

K. Mzwri and M. Turcsányi-Szabo, “The Impact of Prompt Engineering and a Generative AI-Driven Tool on Autonomous Learning: A Case Study,” Educ. Sci., vol. 15, no. 2, p. 199, Feb. 2025, https://doi.org/10.3390/educsci15020199

B. DaCosta and C. Kinsell, “Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games,” Educ. Sci., vol. 13, no. 1, 2023, https://doi.org/10.3390/educsci13010047

P. Srdanović, T. Skala, and M. Maričević, “InHeritage—A Gamified Mobile Application with AR and VR for Cultural Heritage Preservation in the Metaverse,” Appl. Sci., vol. 15, no. 1, p. 257, Dec. 2024, https://doi.org/10.3390/app15010257

H. Xu, W. Gan, Z. Qi, J. Wu, and P. S. Yu, “Large Language Models for Education: A Survey,” no. May, May 2024, https://doi.org/10.48550/arXiv.2405.13001

R. Ramadan and Y. Widyani, “Game development life cycle guidelines,” in 2013 International Conference on Advanced Computer Science and Information Systems (ICACSIS), IEEE, Sep. 2013, pp. 95–100. https://doi.org/10.1109/ICACSIS.2013.6761558

L. Husniah, B. F. Pratama, and H. Wibowo, “Gamification And GDLC (Game Development Life Cycle) Application For Designing The Sumbawa Folklore Game ”The Legend Of Tanjung Menangis (Crying Cape)”,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 3, no. 4, pp. 351–358, 2018, https://doi.org/10.22219/kinetik.v3i4.721

A. Andi, J. Charles, O. Pribadi, C. Juliandy, and R. Robet, “Game Development ‘Kill Corona Virus’ For Education About Vaccination Using Finite State Machine and Collision Detection,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 4, no. 4, 2022, https://doi.org/10.22219/kinetik.v7i4.1470

Richard Gunawan, Yohanes Priadi Wibisono, Clara Hetty Primasari, and Djoko Budiyanto, “Blackbox Testing on Virtual Reality Gamelan Saron Using Equivalence Partition Method,” J. Buana Inform., vol. 14, no. 01, pp. 11–19, Apr. 2023, https://doi.org/10.24002/jbi.v14i01.6606

F. P. Utami, H. Zahra Alifa, D. Muhammad, and A. Yaqin, “Implementasi Black Box Testing Pada Game Ular Untuk Mendeteksi Bug,” JACIS J. Autom. Comput. Inf. Syst., pp. 76–87, 2024, https://doi.org/10.47134/jacis.v4i2.85

R. Y. Ariyana, Erma Susanti, Muhammad Rizqy Ath-Thaariq, and Riki Apriadi, “Penerapan Uji Fungsionalitas Menggunakan Black Box Testing pada Game Motif Batik Khas Yogyakarta,” JUMINTAL J. Manaj. Inform. dan Bisnis Digit., vol. 2, no. 1, pp. 33–43, May 2023, https://doi.org/10.55123/jumintal.v2i1.2371

M. Rebhi et al., “Reliability and Validity of the Arabic Version of the Game Experience Questionnaire: Pilot Questionnaire Study,” JMIR Form. Res., vol. 7, pp. 1–15, 2023, https://doi.org/10.2196/42584

W. A. IJsselsteijn, Y. A. W. de Kort, and K. Poels, “The Game Experience Questionnaire,” no. 2013, 2013, [Online]. Available: https://research.tue.nl/en/publications/the-game-experience-questionnaire

F. Brühlmann and G. M. Schmid, “How to measure the game experience? Analysis of the factor structure of two questionnaires,” Conf. Hum. Factors Comput. Syst. - Proc., vol. 18, pp. 1181–1186, 2015, https://doi.org/10.1145/2702613.2732831

N. Zulfa, D. Yuniasri, P. Damayanti, D. Herumurti, and A. A. Yunanto, “The Effect of UI and UX enhancement on bomberman game based on game experience questionnaire (GEQ),” in Proceedings - 2020 International Seminar on Application for Technology of Information and Communication: IT Challenges for Sustainability, Scalability, and Security in the Age of Digital Disruption, iSemantic 2020, IEEE, Sep. 2020, pp. 543–547. https://doi.org/10.1109/iSemantic50169.2020.9234220

S. Nasution, A. H. Nasution, and A. L. Hakim, “Pembuatan Plugin Tile-Based Game Pada Unity 3D,” IT J. Res. Dev., vol. 4, no. 1, pp. 46–60, Aug. 2019, https://doi.org/10.25299/itjrd.2019.vol4(1).3517

N. Piovesan, A. De Domenicoo, and F. Ayed, “Telecom Language Models: Must They Be Large?,” in 2024 IEEE 35th International Symposium on Personal, Indoor and Mobile Radio Communications (PIMRC), IEEE, Sep. 2024, pp. 1–6. https://doi.org/10.1109/PIMRC59610.2024.10817162

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