Ministry of Education, Culture, Research and Technology
YEAR
2023
INDUSTRY
Government
SERVICES
MarTech
THE OBJECTIVE
The Ministry of Education, Culture, Research and Technology aimed to revitalise public interest in the nation’s rich history and traditions. With the younger generation increasingly drawn to digital experiences, the organisation sought to leverage Augmented Reality (AR) and gamification to create engaging interactions. Partnering with our team, the organisation envisioned an innovative platform that would make learning about Indonesian heritage both educational and entertaining. The objective was to design an AR-powered gamified platform that could bring Indonesia’s cultural heritage to life and reach a wider audience.
OUR WORK
Our team adopted a structured approach to develop the interactive platform:
- Content Development: Collaborated with historians and cultural experts to create authentic and engaging narratives about Indonesian heritage.
- AR Integration: Designed AR experiences that allowed users to explore virtual reconstructions of historical sites and artefacts.
- Gamification Elements: Incorporated features like quizzes, treasure hunts, and interactive challenges to boost user engagement.
- Platform Design: Built a user-friendly mobile application that ensured accessibility across various devices.
This case study demonstrates the transformative potential of AR and gamification in preserving and promoting cultural heritage. By creating an engaging and accessible platform, the organisation not only revitalised interest in Indonesian traditions but also set a benchmark for similar initiatives worldwide. This project serves as a model for leveraging technology to bridge the gap between heritage and modern audiences.
Cultivating Culture, Leveraging Heritage