Short answer
Designers can leverage story-driven narratives and quest systems within interactive digital products to create more effective and engaging educational experiences, particularly for cultural content.
- Field
- Modelling
- Source
- Sistemasi: Jurnal Sistem Informasi (2026)
- Method
- Research and Development (R&D) using the ADDIE model and Game Development Life Cycle (GDLC) frameworks, followed by a usability evaluation.
- Sample
- 30 participants
- Evidence
- Strong effect
Integrating narrative and quest systems within an RPG framework provides a structured and engaging pathway for users to learn about local cultural elements. This modelling research insight is drawn from a 2026 study published in Sistemasi: Jurnal Sistem Informasi. Using Research and development (r&d) using the addie model and game development life cycle (gdlc) frameworks, followed by a usability evaluation. with 30 participants, researchers explored how this design variable affects real-world outcomes. The key design takeaway: Designers can leverage story-driven narratives and quest systems within interactive digital products to create more effective and engaging educational experiences, particularly for cultural content.
Story-driven RPG mechanics enhance cultural learning engagement by 93.3%
Integrating narrative and quest systems within an RPG framework provides a structured and engaging pathway for users to learn about local cultural elements.
Sistemasi: Jurnal Sistem Informasi · 2026
Key Findings
- 01The developed Android-based RPG prototype is feasible as a medium for introducing the Rentak Bulian Dance.
- 02The System Usability Scale (SUS) score of 76.0 indicates acceptable usability.
- 0393.3% of respondents were classified within the acceptable usability category (≥70).
Application
Design takeaway
Designers can leverage story-driven narratives and quest systems within interactive digital products to create more effective and engaging educational experiences, particularly for cultural content.
How to apply
When designing educational digital products, consider incorporating a clear narrative arc supported by a quest system to guide users through learning objectives and provide feedback on their progress.
Project actions
- 01Consider using a game development framework if creating an interactive prototype.
- 02Clearly define the learning objectives that will be integrated into the game's narrative and quests.
Method & Evidence
Variables
Strengths & Limitations
Strengths
- +Employs established R&D and game development methodologies.
- +Provides empirical evidence of usability through a recognized scale (SUS).
Limitations
The study focused on a specific cultural dance and a particular game genre; results may vary for different cultural topics or game types. Improvements were suggested for mission clarity and navigation.
Reliability & validity
The use of the SUS scale provides a standardized measure for usability, contributing to the validity of the findings. The R&D and GDLC frameworks ensure a structured and traceable development process, enhancing reliability.
Think critically
To what extent can the success of this story-driven RPG be attributed to the novelty of the medium versus the inherent effectiveness of the narrative and quest design for cultural learning?
Design Principles
"Employ structured narrative progression and gamified objectives to enhance user engagement and knowledge acquisition in digital learning environments."
This approach demonstrates how interactive digital experiences can be designed to effectively transmit cultural knowledge, moving beyond passive consumption to active participation. It offers a model for creating educational tools that are both informative and enjoyable, potentially increasing retention and appreciation of cultural heritage.
What This Means for Your Design
Making a game about a traditional dance with a story and tasks made it easy and fun for people to learn about it, with most users finding it good to use.
How to use in your project
- 1.Reference this study when discussing the use of gamification or interactive media for educational purposes, particularly for cultural content.
- 2.Use the SUS score as a benchmark for usability testing in your own design project.
Add to My Project
Quick Cite
Paragraph starter
The development of an Android-based RPG prototype integrating a story-driven approach and quest system demonstrated its feasibility and usability for introducing local cultural content, achieving a SUS score of 76.0 with 93.3% of respondents finding it acceptable. This suggests that gamified narrative structures can be effective for cultural education.
Source
Sistemasi: Jurnal Sistem Informasi
Design and Development of an Android-based Rentak Bulian Dance Adventure Role-Playing Game using a Story-Driven Approach and Quest System
journal · 2026
View sourceQuestions About This Research
- What does the research say about story-driven rpg mechanics enhance cultural learning engagement by 93.3%?
- Designers can leverage story-driven narratives and quest systems within interactive digital products to create more effective and engaging educational experiences, particularly for cultural content. Evidence: Sistemasi: Jurnal Sistem Informasi (2026).
- Why does "Story-driven RPG mechanics enhance cultural learning engagement by 93.3%" matter for design?
- This approach demonstrates how interactive digital experiences can be designed to effectively transmit cultural knowledge, moving beyond passive consumption to active participation. It offers a model for creating educational tools that are both informative and enjoyable, potentially increasing retention and appreciation of cultural heritage.
- How can designers apply this research?
- Designers can leverage story-driven narratives and quest systems within interactive digital products to create more effective and engaging educational experiences, particularly for cultural content.
- What were the main findings?
- The developed Android-based RPG prototype is feasible as a medium for introducing the Rentak Bulian Dance.. The System Usability Scale (SUS) score of 76.0 indicates acceptable usability.. 93.3% of respondents were classified within the acceptable usability category (≥70).
- What research method was used?
- Research and Development (R&D) using the ADDIE model and Game Development Life Cycle (GDLC) frameworks, followed by a usability evaluation. with 30 participants.
- How strong is the evidence?
- Evidence strength is rated Strong effect, based on a 2026 journal from Sistemasi: Jurnal Sistem Informasi.
- What should I do differently in my next project?
- When designing educational digital products, consider incorporating a clear narrative arc supported by a quest system to guide users through learning objectives and provide feedback on their progress.
- What are the limitations?
- Recommendations for improvement include enhancing the clarity of mission instructions and ensuring navigation consistency.