Design of Smart Gamification In Village Tourism: An Indonesian Case Study Community interest in tours is very high. The benefits of tourist destinations in Indonesia finally form three patterns, namely natural, cultural, and humanmade. City and village tourism are very popular with the community because of the high interest of the community to capture the moments of Instagram able and viral tourism spots. One of them is village tourism. For people who are educated with life in the village, it is necessary to make it more interesting with gamification. In this stud, the aim was to change the pattern of visitorsu0027 activities, which initially only took pictures but were also invited to explore the village potential through a mobile application. Also, this study is used to improve and help preserve and introduce village tourism potential. Gamification can be an alternative to developing village tourism potential. A common occurrence in tourist villages is a lack of management innovation to add village tourism potential to visitors further. Village tourism potential that can be developed is mobilebased village education. This activity is an education that contains planting plants. The results of this application are of rice planting and fruit picking games. Each set consists of two levels. Level 1 contains educational games and level 2 games about team cohesiveness. Each game will offer a reward. The rewards that we design are based on prizes that are liked by elementary school students.

Design of English Vocabulary Mobile Apps Using Gamification: An Indonesian Case Study for Kindergarten English is essential for children because it is an international language that is always used in various fields, both in the world of work, education, economics, and social. One method of learning for children is by playing while learning. Gamification in the field of education is an educational approach to motivate students to enjoy learning by applying the game design. The purpose of this study is to approach the learning of English, specifically for children in kindergarten schools so that children will be more interested and feel happy to continue learning. The gamification method uses a mobile phonebased application with video games. Gamification in question is an English language recognition game for children with games. The introduction of English includes three categories, namely numbers, pictures, and spelling. The result is a mobilebased application that can be used by children to play the introduction of English with the concept of gamification. With the existence of gamification, the conception of children who were initially afraid to learn English became brave and more confident. The contribution given through this paper is to motivate childrenu0027s willingness to learn English through other learning methods, namely gamification. Make children feel comfortable and not afraid to learn new things, especially English.