Husniah, L., Pratama, B., & Wibowo, H. (2018). Gamification and GDLC (Game Development Life Cycle) Application for Designing The Sumbawa Folklore Game ”The Legend of Tanjung Menangis (Crying Cape)”. Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 3(4). doi:http://dx.doi.org/10.22219/kinetik.v3i4.721 Receive August 03, 2018; Revise August 16, 2018; Accepted August 20, 2018 KINETIK, Vol. 3, No. 4, November 2018, Pp. 351-358 ISSN : 2503-2259 E-ISSN : 2503-2267 351 Gamification and GDLC (Game Development Life Cycle) Application for Designing the Sumbawa Folklore Game ”The Legend of Tanjung Menangis (Crying Cape)” Lailatul Husniah *1 , Bayu Fajar Pratama 2 , Hardianto Wibowo 3 1,2,3 Universitas Muhammadiyah Malang husniah@umm.ac.id* 1 , bayu_437014@webmail.umm.ac.id 2 , ardi@umm.ac.id 3 Abstract Sumbawa is popularly known as one of the regions in Indonesia, having a well-known folklore among the Sumbawa people, entitled the legend of Tanjung Menangis (Crying Cape). However, Tanjung Menangis is commonly recognized for its beauty than the stories contained. Therefore, a research is carried out by developing a game that is employed as a tool to introduce the story of Tanjung Menangis Legend as effort to preserve the original story of the mainland Sumbawa. The media game is chosen due to its favoured technology by children and adolescent as the target users of this research. This study applies Game Development Life Cycle (GDLC) method in the development stage which consists of several stages includinng: pre-production, production, testing, and post-production by adding an element of gamification. The game is tested on students at Labangka Elementary School in Sumbawa district in an age range of 10-15 years. After playing the game, the majority of respondents states that students gain knowledge about the Legend of Tanjung Menangis as reported from the results of the t-test with a probability value of 7.369x10-41, which is far below the value of α = 0.05. This result means that there was an increase in user knowledge of application. The test results also showed that all respondents agreed that the game of The Legend of Tanjung Menangis was used as one of the media used to introduce the story of the original Sumbawa people. In addition, the testing results as conducted with playtesting and gameflow test achieved good grades, with a range of values 4.5-4.81 of the seven elements tested, including: Concentration, Challenge, Player Skills, Control, Clear Goals, Feedback, and Immersion. Keywords: The Legend of Tanjung Menangis, Sumbawa, folklore, Gamification and Game Development Life Cycle 1. Introduction Indonesia also recognized as an archipelago country country consisting of many islands and having diverse customs or cultures in each region [1] [2]. One of the notable areas in Indonesia is Sumbawa which has its own customs and culture. Sumbawa has a Samawa tribe that has a variety of folklores that are passed down through generations orally [3]. One of the folktales that experienced growth and development in the midst of the Samawa tribe is a story about the legend of Tanjung Menangis [3]. Along with the time and technology, Tanjung Menangis is commonly known by younger generations due to its beautiful beaches compared to the stories contained. Efforts to introduce Indonesian culture and tourism through games have been carried out by several local researchers such as developing the Desktop-based games created to introduce: the story of Lake Toba origin [2], the Android game "Visit Indonesia" as a learning medium to introduce Indonesian tourism and culture [ 4], and games about traditional Angklek of Sleman, Yogyakarta game [5]. In addition to introducing efforts, games can also be maintained as learning media, triggering several previous studies, such as: a 3D-based Corruption Eradication Education game by using Unity 3D [6], Analysis of the Effect on Using Educational Games on Mastery of Foreign Language Vocabulary with Case Study on Arabic Language Education Game [7], and Math Games as an Effort to Increase Understanding of Mathematics in Elementary School Students [8]. Games can be defined as a complex activity which has rule, play, and culture [9]. Games are also one of the types of facilities that can be used to fill leisure time and release fatigue, and are currently developing not only in the field of entertainment [10]. With current technological