Proceedings of the 1st International Conference on Communication and Digital Multimedia 2025 (ICCDM 2025)

Interactive Narrative Design Supports Game Based Learning in Vocational Education

Authors
R. M. Joko Priono1, *, Sigit Winarso1, R. B. Hendri Kuswantoro1, Wilhelmus Filianto1, Bagas Anugrah Neiriza1
1Game Technology, Sekolah Tinggi Multi Media, Yogyakarta, Indonesia
*Corresponding author. Email: priyonojoko@mmtc.ac.id
Corresponding Author
R. M. Joko Priono
Available Online 18 June 2026.
DOI
10.2991/978-2-38476-589-8_41How to use a DOI?
Keywords
Game based learning; Interactive narrative; Vocational education; Serious games; Digital learning innovation
Abstract

General Background: The rapid digital transformation in vocational education requires innovative learning media that are engaging, contextually relevant, and capable of fostering reflective understanding. Specific Background: Game-Based Learning (GBL) has emerged as a promising pedagogical approach; however, existing studies predominantly emphasize motivation and gamification, with limited attention to narrative structures and local cultural contexts. Knowledge Gap: The role of interactive narrative as a cognitive and reflective component in vocational GBL remains underexplored. Aims: This study aims to analyze the implementation of interactive narrative in game-based learning using the Indonesian pixel-art life simulation game Citampi Stories. Results: Employing a qualitative descriptive case study design, data were collected through in-depth interviews with the game developer, gameplay observation, and structured playtests involving 20 vocational students aged 17–25. Thematic analysis shows that the integration of embedded and emergent narratives supports emotional immersion and reflective decision-making. A total of 85% of participants reported high emotional engagement, while 70% indicated perceived learning outcomes related to financial literacy, work ethics, and social empathy. Novelty: This study proposes an interactive narrative–based GBL model consisting of four components: Meaningful Choice, Narrative–Mechanic Coupling, Pixel Art Simplification, and Value-Based Reflection, positioning narrative as a cognitive scaffold in serious games. Implications: The findings provide practical guidance for educators and developers to integrate interactive storytelling into vocational learning environments to support reflective and contextual learning experiences.

Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 1st International Conference on Communication and Digital Multimedia 2025 (ICCDM 2025)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
18 June 2026
ISBN
978-2-38476-589-8
ISSN
2352-5398
DOI
10.2991/978-2-38476-589-8_41How to use a DOI?
Copyright
© 2026 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - R. M. Joko Priono
AU  - Sigit Winarso
AU  - R. B. Hendri Kuswantoro
AU  - Wilhelmus Filianto
AU  - Bagas Anugrah Neiriza
PY  - 2026
DA  - 2026/06/18
TI  - Interactive Narrative Design Supports Game Based Learning in Vocational Education
BT  - Proceedings of the 1st International Conference on Communication and Digital Multimedia 2025 (ICCDM 2025)
PB  - Atlantis Press
SP  - 514
EP  - 520
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-589-8_41
DO  - 10.2991/978-2-38476-589-8_41
ID  - Priono2026
ER  -