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STEP
01
PROBLEM
Indonesia is a large country, but it is not immune to exposure to the teach-
ings of radicalism. Especially among young people, sympathizers and sup-
porters of the radical movement emerged from among young people who
have very good academic value, it is because adolescence is a time of
searching for identity. Naturally, social cognition and knowledge processing
in teenage tends to be open. Therefore, radicalism ideology often attacks
teenager. Unstable teen in seeking identity is considered to be a point used
CHALLENGE
by terrorists to recruit young people.
Teens who are vulnerable to radical ideology generally have limited
life experiences, very few relationships, experience life failure, tend
to be quiet, or live in a homogeneous environment. These limitations Make teenagers get used to being able to think critically, and get used to
make them tend to be closed-minded, making it difficult to think criti- discuss or express opinions with their friends. It can be helped by
cally, and less able to interact with the surrounding environment. As expanding the surrounding environment, accustomed to socializing
a result teenagers are easily influenced by exposure to radicalism with many layers of society, in order to get many references and life
anywhere, including on social media. experiences that can help these youth train themselves to be able to
IDEAS
think critically that and prevent exposure from radicalism ideology.
STEP
02
INSIGHT
Gamasesama is a unification of
words "Gama" and "Sesama".
Gama means Travel in Sanskrit,
and "Sesama" which means
together, or equally in Indonesian. 1. Thinking about "new" things that their discover are their true
Gamasesama
identity, because teenagers are still looking for their identity and
This campaign is a metaphor of a
journey for all teenagers in Indone-
unstable, they are easily affected by the environment and
sia to expand their reference about learn other people's patterns, so when there are new things
their own country. The journey itself that they adapt they tend to think of “the new thing” is their true
is to learn that Indonesia is a vast identity.
country consisting of thousands
of islands, various ethnic 2. Want to be seen by people around them. In the hearts of every
groups, languages, religions and teenager, they want to feel respected and appreciated by the
traditions. Which aim to growing a people around them.
sense of nationalism that can help
shape teenage characters. 3. Often they feel less about their own condition, and want to
changes something that has an impact on their lives.
players knowledge with several questions 5. Not easily satisfied with something their found.
about knowledge about Indonesia. The feature
in the game is there is a Ranking and Share
STEP
Long-Term Solution
system to show how high the player's knowledge
03
about Indonesia is.
OBJEC-
1. Introducing GAMASESAMA to Indonesian teenagers (17-23 years old) as a campaign that helps educate and
loving Indonesia even more, as a preventive measure against the rise of radicalism ideology.
TIVE
2.Card Game application is one way to increase awareness of teenagers that they as an Indonesian citizens must
know their country as a whole. Therefore a game was created that can hone their mindset, but still use a fun
approach.
3. Notebooks with batik designs are used to foster their love for Indonesian products.
4. The Student Exchange program will be an inspiration for them to want to learn and find out more about Indone-
sia. And as their learning material to socialize with the many layers of society.