SEAMOLEC is actively involved in INDOPED Project – a project Co-funded by the Erasmus+ Programme of the European Union in modernizing Indonesian Higher Education with Tested European Pedagogical Practices. This project was started at the end of 2015 until 2018 and it is conducted by 5 European Universities, 5 Indonesian Universities, and SEAMOLEC. As a partner of INDOPED project, SEAMOLEC has actively participated during project’s workshops and also dissemination of pilot’s results. One of recents activities hosted by SEAMOLEC is The 1 st INDOPED International Webinar which has been successfully conducted and participated by more than 100 lectures, teachers, and educators from Indonesia and also other Southeast Asian countries.
From 1 st to 2 nd March 2017, SEAMOLEC Research and Development Manager, Ms. Cahya Kusuma Ratih, as a representative from SEAMOLEC joined in the INDOPED project meeting that was held in Inholland University of Applied Science, Netherland. This meeting aims to bring together all partner’s leaders to list all activities and initiatives during 18 months of project implementation and share all lesson learned to be written in INDOPED interim report. This meeting also discussed the strategy of 2 nd phase of pilots implementation and also further dissemination and exploitation of this project to have greater impact for decision-makers, teachers, and students in Indonesia as well as other Southeast Asia countries.
After consortium meeting in Amsterdam, the journey was continued by attending Gamification workshop in Gdansk University on 6 th to 8 th of March 2017. This workshop was facilitated by Prof.dr.hab Joanna Mytnik and dr Wojciech Glac from Faculty of Biology that have been implementing Gamification for almost five years in their courses. The workshop was attended by representative of INDOPED partners from Widya Mandala Catholic University Surabaya, Islamic University of Syarif Hidayatullah Jakarta, and also SEAMOLEC.
Gamification is one of innovative pedagogical method that has been introduced in this INDOPED project.
Gamification means integrating game mechanics, dynamics, and frameworks into academic courses to promote engagement of learning. Gamification is not utilizing games into lessons, but it is gamify the learning process. Many game components will be used in Gamified course such as points, badges, missions, hazard, trading, virtual goods or resources, etc. Students as players have been proven to be more engaged in their course compared to students in non-gamified course. As follow up action of this workshop, there will be online workshops available for teachers to begin their own gamified course.