JAKARTA, Indonesia, Oct. 2, 2018 /PRNewswire-PRWeb/ -- Matata Corporation ("Matata Corp."), a technology company that focuses on creating products and applications to enhance quality of life (Humane Technology), launched its newest education app: Bantu Belajar IPA 3 (Study Aid: Natural Science 3). The game is Matata's answer to the current generation's declining interest in science. Using gamification to help them relate to the study material, Matata is optimistic that children will be able to relate to science subjects in a fun and engaging way. The game was developed with the help of education experts from Yayasan Matahati Kita and students and teachers of several national and private schools in Indonesia.
Enrico Pitono, Chairman of Matata said, "Our aim is to get kids interested in the subjects they are learning. You will be interested in a subject only if you can relate to it. With Bantu Belajar, we demonstrate how, for example, physics is applicable in the real world. Plus, it is a lot more fun to learn this with games than reading alone. We conducted tests at several schools and we found that children stay engaged for longer with higher level of comprehension. In fact, the children managed to master subjects that traditionally take 2 weeks to learn in mere 2 hours."
Bantu Belajar IPA 3, launched today, is the first of Bantu Belajar Series. Intended for 3rd graders to learn natural sciences in a fun and engaging way, the game follows Indonesia's national curriculum, using the Department of Education's textbooks as guidance on subjects to cover. For example, the first chapter discusses characteristics of living organisms such as air and food. In this chapter, one of the games is to help a swimming cartoon chicken gather food for energy and come up for air periodically. The same approach is used for the subsequent chapters learning about the environment, natural states, energy, and so on. As students complete each chapter, they collect a farm animal as reward, which will go into their own farm that can be accessed by Augmented Reality.
Enrico added, "I struggled with studying when I was a student because it was simply boring. Natural sciences managed to spark my interest because I happen to have an excellent teacher. He taught the subjects by demonstrating how it related to things we encounter in real life. Simply put, I got interested because I could relate. Afterwards, I was more enthusiastic about learning this subject as I already had an interest. This is the philosophy behind Bantu Belajar series: make it relatable, make it fun, get the children interested and enthusiastic about learning."
Having come up with the idea and possessing of the technological know-how, Matata sought the help of education experts to make sure the subjects covered are consistent with the national curriculum. Yayasan Matahati Kita, a non profit organization dedicated to preparing young Indonesians for future work skill requirements, lent their expertise to guide Matata in developing Bantu Belajar. The game was continually tested in several schools, including Sekolah Cikal, who provided continuous feedback to ensure user friendliness and overall engaging learning experience.
Encouraged by positive feedback from students and teachers at the schools, Matata is currently working on more Bantu Belajar applications, covering Science, Maths, and History for primary levels 3, 4, 5, and 6. Matata is highly optimistic that Bantu Belajar will revolutionize the way children learn.
About Matata Corp.
Matata was founded in 2012 as a game development company by three Indonesian talents; Enrico Pitono (Chairman), Irna Rasad (CEO), and Gunawan Pramono (R&D). Its debut game, Eggward's Lab, successfully positioned itself as one of the Top 5 Board Games in South East Asia, the Netherlands, and Macau within the first month of its launch. Along the way, Matata grew to include mobile app development and education divisions.
With a presence in Asia and Europe, Matata has the advantage of access to the best resources in both worlds as well as keeping in with the global trends. We are a member of the Association of UK Interactive Entertainment (UKIE) with a network to other global players, enabling us to benchmark ourselves against the world's finest and employ the best practices.
SOURCE Matata Corp
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