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

Issue Published : Nov 1, 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 : Nov 1, 2025

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Abstract

The preservation of Banjar cultural heritage is threatened by globalization and the fading interest of younger generations. This study addressed these challenges by developing an interactive educational game using the Game Development Life Cycle (GDLC) framework and integrating Large Language Models (LLMs) for adaptive and immersive player interactions. The six stages of GDLC namely initiation, pre-production, production, testing, beta, and release were systematically applied, resulting in a game that blends dynamic narratives to engage players while educating them about Banjar culture. Black Box Testing verified 14 test scenarios that all passed successfully, ensuring system stability and reliability. Additionally, user experience evaluation using the Game Experience Questionnaire (GEQ) highlighted high levels of immersion (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 game successfully balances educational goals with engaging gameplay, fostering meaningful connections to Banjar heritage. By leveraging LLM technology, the game enhances interactivity, offering an innovative approach to Banjar cultural preservation in the digital era. This research extends the existing body of knowledge on AI-driven gamification strategies in heritage conservation with a specific 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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  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
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  30. H. Li and M. Zhang, “Museum game-based learning: innovative approaches from a constructivist perspective,” Front. Educ., vol. 10, no. May, pp. 1–11, 2025. https://doi.org/10.3389/feduc.2025.1576207
  31. 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
  32. 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://dx.doi.org/10.20527/jurnalsocius.v10i2.11872

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.

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 2020 International Seminar on Application for Technology of Information and Communication (iSemantic), IEEE, Sep. 2020, pp. 543–547. https://doi.org/10.1109/iSemantic50169.2020.9234220

R. Di Paolo, M. Bisanti, F. Chiarello, S. Di Guida, and V. Pizziol, “Editorial: Games-based learning for social change,” Front. Educ., vol. 9, 2024. https://doi.org/10.3389/feduc.2024.1403695

H. Li and M. Zhang, “Museum game-based learning: innovative approaches from a constructivist perspective,” Front. Educ., vol. 10, no. May, pp. 1–11, 2025. https://doi.org/10.3389/feduc.2025.1576207

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

V. Dombrovskis, J. Ļevina, and A. Ruža, “Extending the game immersion questionnaire to online users,” Front. Psychol., vol. 16, no. February, pp. 1–11, 2025. https://doi.org/10.3389/fpsyg.2025.1473821

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