Utilization of Local History Sites as Area-Wide Games in History Learning
Downloads
History learning that focuses solely on classroom-based textual narratives often triggers student boredom and alienates them from their immediate historical surroundings. This study aims to describe the utilization of local historical sites as an outdoor wide game arena and analyze its effectiveness in enhancing students' historical awareness. Employing a descriptive qualitative approach, this research was conducted at SMA Islam Sidoarjo involving tenth-grade students. Data were naturalistically gathered through intensive field observations during the wide game activity, in-depth interviews with students and scout masters, and document analysis. The designated exploration route integrated three major local sites: the Kusuma Bangsa Heroes Cemetery, the Complex of Sidoarjo Regent Tombs, and the Mpu Tantular Museum. The results indicated that the integration of dynamic scout-based station systems successfully transformed students' perceptions of historical sites from static piles of stone into living historical spaces. The empirical, hands-on learning (learning by doing) approach stimulated students' curiosity, fostered teamwork, and naturalistically internalized core character values such as patriotism and a sense of ownership. Ultimately, this study concludes that utilizing local historical sites for wide game exploration is an effective methodological innovation to foster deep and meaningful historical awareness.
T. Abdullah, Sejarah Lokal di Indonesia. Yogyakarta, Indonesia: Gadjah Mada University Press, 1985.
M. Winarti, “What and How to Improve the Local History Teaching,” Hist. Int. J. Hist. Educ., vol. 13, no. 2, pp. 201–216, 2012.
Y. M. Fono, M. Malo, M. A. K. Bhara, V. O. Beru, and M. P. Dongi, “Pembentukan Karakter Mahasiswa Melalui Wide Game dalam Kegiatan Pramuka di Bukit Wolosasa,” J. Citra Kuliah Kerja Nyata, vol. 1, no. 3, pp. 97–104, Aug. 2023, doi: 10.38048/jckkn.v1i3.2965.
J. Sinde and J. M. Alves, “Scouts’ Perspectives on Learning Experiences from a Pedagogical Innovation Scope,” Educ. Sci., vol. 14, no. 1, p. 87, 2024, doi: 10.3390/educsci14010087.
R. W. L. Wijffelaars and P. Markopoulos, “Collocated interactive outdoor games for children: A systematic literature review,” Entertain. Comput., vol. 49, p. 100615, 2024, doi: 10.1016/j.entcom.2023.100615.
L. E. McCurdy and others, “Using Nature and Outdoor Activity to Improve Children’s Health,” Am. J. Prev. Med., vol. 39, no. 4, pp. 363–368, 2010, doi: 10.1016/j.amepre.2010.06.023.
J. Asensio-Ramón and others, “The influence of the Scout movement as a free time option on youth academic achievement, social skills and self-esteem,” J. Adventure Educ. Outdoor Learn., vol. 20, no. 2, pp. 150–163, 2020, doi: 10.1080/14729679.2019.1608046.
E. A. Boyle and others, “Go out and play, but mean it: Using frame analysis to explore the rediscovery of unstructured play,” Soc. Sci. J., vol. 50, no. 1, pp. 70–78, 2013, doi: 10.1016/j.soscij.2012.11.004.
Hariyono, Sejarah Lokal: Mengenal yang Dekat, Memperluas Wawasan. Jakarta, Indonesia: Deputi Advokasi UKPPIP, 2018.
R. Fauzan, “Penulisan Sejarah Lokal Indonesia (Wacana Magis-Religio hingga Pendekatan Multidimensional),” in Prosiding Seminar Nasional Pendidikan FKIP Universitas Sultan Ageng Tirtayasa, 2020, pp. 367–375.
M. Mortara, C. E. Catalano, F. Bellotti, G. Fiucci, M. Houry-Panchetti, and P. Petridis, “Learning cultural heritage by serious games,” J. Cult. Herit., vol. 15, no. 3, pp. 318–325, 2014, doi: 10.1016/j.culher.2013.04.004.
M. K. Bekele and E. Champion, “A comparison of immersive realities and interaction methods: Cultural learning in virtual heritage,” Front. Robot. AI, vol. 6, p. 91, 2019, doi: 10.3389/frobt.2019.00091.
M. K. Bekele, E. Champion, D. A. McMeekin, and H. Rahaman, “The influence of collaborative and multi-modal mixed reality: Cultural learning in virtual heritage,” Multimodal Technol. Interact., vol. 5, no. 12, p. 79, 2021, doi: 10.3390/mti5120079.
L. Ye, R. Wang, and J. Zhao, “Enhancing learning performance and motivation of cultural heritage using serious games,” J. Educ. Comput. Res., vol. 59, no. 2, pp. 287–317, 2021, doi: 10.1177/0735633120963828.
D. Camuñas-García, M. P. Cáceres-Reche, and M. E. Cambil-Hernández, “Mobile game-based learning in cultural heritage education: A bibliometric analysis,” Educ. + Train., vol. 65, no. 2, pp. 324–339, 2022, doi: 10.1108/ET-06-2022-0247.
Copyright (c) 2026 Alfun Salam, Dewa Agung Gede Agung, Aditya Nugroho Widiadi

This work is licensed under a Creative Commons Attribution 4.0 International License.
In submitting the manuscript to the International Journal on Integrated Education (IJIE), the authors certify that:
- They are authorized by their co-authors to enter into these arrangements.
- The work described has not been formally published before, except in the form of an abstract or as part of a published lecture, review, thesis, or overlay journal.
- That it is not under consideration for publication elsewhere,
- The publication has been approved by the author(s) and by responsible authorities – tacitly or explicitly – of the institutes where the work has been carried out.
- They secure the right to reproduce any material that has already been published or copyrighted elsewhere.
- They agree to the following license and copyright agreement.
License and Copyright Agreement
Authors who publish with International Journal on Integrated Education (IJIE) agree to the following terms:
Authors retain copyright and grant the International Journal on Integrated Education (IJIE) right of first publication with the work simultaneously licensed under Creative Commons Attribution License (CC BY 4.0) that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.





