INTERNATIONAL JOURNAL OF HERITAGE, ART AND MULTIMEDIA (IJHAM) https://gaexcellence.com/ijham <p>The <strong>International Journal of Heritage, Art and Multimedia (IJHAM)</strong> is published by <strong>Global Academic Excellence (M) Sdn Bhd (GAE)</strong> to serve academicians a platform of sharing and updating their knowledge and research outputs as well as information within the sphere of heritage, art and multimedia. <strong>IJHAM</strong> journal invites researchers, academicians, practitioners and students for the submission of articles either in English or Malay. The publication for this refereed journal are<strong> quarterly (March, June, September and December)</strong>. The journal aims to publish all quality submission in time to ensure the impact of heritage research quickly conveyed, examined, and disseminated worldwide. This journal uses <strong>double</strong>-<strong>blind review</strong>, which means that both the <strong>reviewer</strong> and <strong>author identities</strong> are concealed from the reviewers, and vice versa, throughout the review process. To facilitate this, authors need to ensure that their manuscripts are prepared in a way that does not give away their identity.</p> Global Academic Excellence M Sdn Bhd en-US INTERNATIONAL JOURNAL OF HERITAGE, ART AND MULTIMEDIA (IJHAM) 2600-8262 TRANSFORMATION OF PILGRIMAGE FLOWER WASTE INTO ORGANIC INCENSE A SUSTAINABLE BUSINESS MODEL BASED ON A CIRCULAR ECONOMY AT THE LOCAL LEVEL https://gaexcellence.com/ijham/article/view/7185 <p style="text-align: justify;">The thick tradition of pilgrimage in Banjarmasin produces a significant volume of organic flower waste that contributes to the accumulation of waste in landfills (South Kalimantan Provincial Communication and Information Service, 2023; Maylana, 2024). In response to this environmental problem, this research aims to design innovative solutions based on the Circular Economy (CE). This initiative aims to eliminate waste through restorative design (Ellen MacArthur Foundation, 2013).&nbsp; The method used is Action Research (Heron, 1998) to implement the principles of Circular Economy at the local community level, which involves (1) training local communities in waste sorting and (2) developing a business model of organic incense products with upcycling techniques. This implementation simultaneously emphasizes the creation of social and environmental values.&nbsp; This study introduces a novel Community-Based Action Research (CBAR) framework that integrates spiritual values with Circular Economy (CE) principles to upcycle pilgrimage flower waste into value-added products. The 'Mandupa' model exemplifies waste valorization by closing the biological loop; it transforms post-pilgrimage flower waste into a raw material premix, creating a local value loop that minimizes dependence on external raw materials. The Mandupa initiative demonstrates preliminary feasibility for localized waste transformation. Initial data indicates potential reductions in organic waste at the source and provides a foundational model for community-led economic resilience. Ultimately, Mandupa proves that CE principles can be effectively localized, creating a synergy between innovation, community empowerment, and environmental responsibility for a sustainable future in Banjarmasin.</p> <p style="text-align: justify;">&nbsp;</p> Sharfina Puteri Amima Muhammad Rahmattullah Copyright (c) 2026 INTERNATIONAL JOURNAL OF HERITAGE, ART AND MULTIMEDIA (IJHAM) 2026-03-10 2026-03-10 9 28 01 13 10.35631/IJHAM.928001 MAT KILAU SIDE SCROLLER RPG GAME: AN INNOVATIVE GAME-BASED LEARNING FOR CULTURAL HERITAGE EDUCATION https://gaexcellence.com/ijham/article/view/7187 <p style="text-align: justify;">The integration of cultural heritage into digital technologies presents new opportunities for innovation in both education and entertainment. This paper introduces Mat Kilau Side-Scroller RPG Game, an educational role-playing game (RPG) designed to revitalize history learning through interactive storytelling and gameplay. The project addresses the challenge of low student engagement in history subjects by embedding the story of Mat Kilau, a Malaysian national hero, into an immersive 2D side-scroller format that blends entertainment with educational objectives. The game was developed using the ADDIE instructional design model and implemented with the Unity game engine, incorporating sprite-based animation, narrative-driven mechanics, and an intuitive interface suitable for younger learners. A pilot study involving 30 primary school students was conducted to evaluate the game’s usability, engagement, and educational value. Results indicate that the majority of participants found the game interesting, easy to understand, and effective in enhancing their knowledge of Mat Kilau’s history. The innovation of this project lies in combining localized cultural storytelling with modern game design principles, demonstrating how computer science can support heritage preservation and digital literacy. Beyond its educational application, the game highlights potential for commercialization in the edutainment sector, providing an alternative pathway for integrating cultural narratives into digital platforms. This work contributes to the fields of Human-Computer Interaction, Mobile Game Development, and Computing Education, offering a replicable framework for developing culturally relevant educational games. Future work will expand the game’s scope to include adaptive difficulty, multiplayer interaction, and immersive technologies such as AR and VR, thereby deepening learning engagement.</p> <p style="text-align: justify;">&nbsp;</p> Juliana Mohamed Mohamad Fazirul Rafiq Afandi Ku Ameer Hafiz Ku Asmawi Muhammad Izham Maziz Mohd Rasul Harith Iqbal Copyright (c) 2026 INTERNATIONAL JOURNAL OF HERITAGE, ART AND MULTIMEDIA (IJHAM) 2026-03-17 2026-03-17 9 28 14 24 10.35631/IJHAM.928002