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Hanung Sekar Larasati Enggaringtyas; Mahimma Romadhona; Widyasari Widyasari

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

The Fruit of the Spirit is an important theological value to teach children because it contains points for everyday behavior. However, learning about the Fruit of the Spirit often encounters obstacles and is difficult for children aged 8-12 years to understand because it is considered too abstract and difficult to convey in simple language. Furthermore, obstacles come from the learning media used which are still conventional. Therefore, effective learning media are needed that can attract the interest and motivation of children to want to learn and apply the Fruit of the Spirit in everyday life, such as board games. In board games, there are components that can attract emotions and can be used as media, namely character pawns. The method used is the Design Thinking method with descriptive analysis. This approach is used to analyze data from the results of observations, interviews, literature studies, and questionnaires, as well as to develop concepts and design results. Thus, the character pawns can be created with a human-centered design approach, which is able to create visuals that have a close relationship with children's psychology.

Kezia Mulianto; T. Arie Setiawan Prasida; Jasson Prestiliano

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

The low level of financial literacy in Indonesia, which only reached 49.68% according to the Financial Services Authority (OJK) in 2022, highlights the urgency of financial education from an early age. Children aged 11–12 are at an ideal developmental stage to understand basic financial concepts such as income, expenses, saving, and delayed gratification. This study aims to introduce financial literacy through an interactive learning medium in the form of a board game. Board games are chosen because they enhance children's engagement in learning while playing and serve as an alternative to excessive gadget use. Through gameplay, children practice financial decision-making by simulating buying and selling activities, managing expenses, and choosing to save. This approach also supports the development of children's self-efficacy, which refers to their belief in their ability to manage financial tasks. By applying this method, children are expected not only to understand the value of money but also to implement basic financial management skills in daily life. Educational board games offer an effective tool for instilling healthy financial habits from an early age.

Nabilla, Zahra Rizky; Rizky, Zahra Rizky; Romadhona, Mahimma; Arifianto, Pungky Febi

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Sea turtles play an essential role in marine ecosystems but are increasingly threatened by human activities. Promoting conservation awareness from an early age through engaging educational tools is crucial. This study presents the development of an educational board game titled “Jejak Karapas: Little Ocean Heroes”, designed to teach children aged 10–13 about sea turtle conservation in Indonesia. The game’s character designs were informed by scientific research and adapted to suit children's aesthetic preferences. Validation results indicated that expressive and imaginative characters resonated most with players. The game serves as a creative medium to encourage environmental responsibility in a fun and approachable format for young audiences.  

Kanaya Bintang Aulia S; Aris Sutejo; Diana Aqidatun Nisa

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Abstract. Indonesia is an archipelagic country with a rich and diverse cultural heritage, reflected in its traditional clothing from various regions. However, with the advancement of time and the rapid flow of globalization, the younger generation's attention to traditional clothing has declined. A survey of youth aged 19–22 years found that most of them do not fully recognize the types, names, and origins of Indonesian traditional clothing, although they acknowledge the importance of preserving cultural heritage. To address this issue, an educational media in the form of an interactive board game was designed to reintroduce traditional clothing to young people in an engaging way. This study employed qualitative and quantitative methods, including questionnaires, interviews, observations, and focus group discussions. The board game features character pawns representing traditional attire from six major regions of Indonesia, highlighting each area's distinctive visual traits. Through this game, it is expected that youth will gain knowledge and foster a sense of love and pride in the nation's cultural heritage.

Ramadhan, Yedistya Aulia; Ramadhan, Yedistya Aulia; Aninditya Daniar; Restu Ismoyo Aji

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The packaging design of the Petualangan Tradisional Rasa board game aims to create an educational medium that attracts the interest of young people aged 19–22 toward traditional Indonesian cuisine. This game is designed to address the declining interest among the younger generation in local culinary heritage due to the dominance of modern food culture. The design process employed a combination of qualitative and quantitative methods. The qualitative method involved observation and interviews with Board Game Academy and Table Toys to gather insights on effective board game packaging, while the quantitative method was carried out through questionnaires distributed to the target audience to assess packaging design preferences.

Aditya, Naufal Rasyid; Restu Ismoyo Aji; Aris Sutejo

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

This research presents the design of a card game titled "Kejutan Manis Nusantara", aimed at introducing traditional Indonesian cakes to Generation Z, particularly those aged 18 to 21, in a fun and interactive way. This game combines education about the richness of Indonesian cuisine with a social experience that strengthens relationships among players. The card game design implements semi-realistic illustrations that clearly depict the cakes, making it easy for players to recognize traditional Indonesian cakes. The results of this research are expected to contribute to the preservation of Indonesian culture, especially in the culinary field, while introducing the diversity of Indonesian traditional cakes to the younger generation in an engaging way

Safitri Nur Ramadhani; Masnuna Masnuna; Bayu Setiawan

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

The activity of murojaah or repeating the memorization of the Qur'an is an important part in the process of strengthening memory of the verses of the Qur'an that have been memorized. However, children often face challenges in maintaining the consistency of murojaah due to lack of motivation and lack of interesting learning methods. This design aims to explore the potential of board games as a supporting media for murojaah juz amma which is educational and fun. By having an attractive visual design, it is expected to be able to increase learning motivation, strengthen memory, and strengthen social interaction between players.  

Reviana Ardila; Aryoni Ananta; Izan Qomarats

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Indonesia is a country known for its linguistic diversity, which is considered one of its national treasures. Recently, the use of the Minangkabau language has experienced a significant decline. This design is created to help foster interest in learning the Minangkabau language among elementary school students. In the field of Visual Communication Design, designing creative educational media to enhance student interest and engagement, as well as introduce local culture, can be realized through the design of a board game. The design process includes data collection through questionnaires, interviews, and analysis using the 5W+1H method. The designed board game incorporates elements that teach Minangkabau vocabulary, phrases, and sentences, as well as introduce Minangkabau culture through interactive gameplay. The design results in a mascot, board game, logo, playing pieces, and a media mix from the TITAH board game design. It is hoped that this board game can serve as an effective and engaging alternative learning medium to preserve the Minangkabau language and culture among the younger generation.

Amaliah Amaliah; Nurmaliana Harahap; Marlina Marlina

Inovasi Pendidikan dan Anak Usia Dini 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The social emotional development of early childhood ia an important aspect that supports the formation of their character and interaction abilities in the future. One effective way to support this development is through an interactive and fun play approach. Emoji board games are a creative medium for helping children recognize, express and manage their emotions. By using emoji symbols that are easy for children to understand, this game provides an interesting learning experience while improving children's abilities in communicating, working together and understanding other people's feelings. Apart from that, this game also helps children build self-confidence and empathy, which are important foundations in social interactions. Through a directed play process, children can develop social emotional skills optimally, so they are ready to face challenges in the family and school environment.

Andika M. Faris; Damar Wisnu Saputro; Dina Rubiati

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Math Card is a card-based board game that contains questions for mathematics learning media. The purpose of the Math Card is to make it easier and more interesting for students in math lessons to make it more fun. This research uses the ADDIE method, namely analysis, design, development, implementation, and evaluation.  At the analysis stage, analysis is carried out related to material needs by following per under the syllabus/curriculum and design needs to get design results that attract the attention of students. At the design stage, the design is carried out according to the needs of the Math Card, namely by designing cards, packaging, guidebooks, and game boards. The development stage is to develop the results of the material and design, namely compiling questions according to the syllabus and printing products. The implementation stage is to conduct trials for grade 10 SMK students in the classroom. The last is the evaluation stage, namely by improving and perfecting the Math Card learning method to be more effective and efficient.    

Martin Alex; Tri Buana Tirta Adi Luhur; Muhammad Rifdan

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Interesting learning media can make the learning atmosphere less boring and can improve learning outcomes. The aim of this research was to develop the learning media Snakes and Ladders, which is one of the most famous types of board games throughout the world, for high school (SMA) students as a learning tool that is expected to be valid, effective and practical to use in the learning process. learning Trigonometry material. This research method uses Research Development (R&D) with the ADDIE model which is built in 5 stages: Analyze, Design, Development, Implementation, Evaluate. The subjects of this research were 40 active class X students at SMAN 93 Jakarta. This snake and ladder was developed based on student learning styles. The "Snakes and Ladders" board game was declared a valid learning medium by material and media experts, with an extraordinary category of 94% and 86%. The research results show that the practicality index obtained is in the very good category (96%) and the significance result of the paired t-test is 0.000 (less than 0.005) supported by the average posttest value being higher than the pretest. Based on this development research, it can be concluded that the "Snake and Ladder" board game media developed is valid, practical and effective for the learning process as a learning tool, especially for high school students on Trigonometry material.

Wahyu Seto Ramadhan; Lidia Zahra; Vania Al-Fitri Shafwan

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The development of technology in the world at this time is very influential and has an impact on education. Therefore, interactive learning media is needed with the aim of attracting the attention of students. The purpose of this research is (1) Producing learning media in the form of board games with three-dimensional material for students 12th Grade SMA Negeri 51 Jakarta. (2) Knowing the effectiveness of learning media for students 12th Grade SMA Negeri 51 Jakarta. The research method used is the model ADDIE (Analysis, Design, Development, Implementation, Evaluate). because the research method with the ADDIE model has systematic and specific steps in each stage

Farah Dita Auliya; Dian Oktaviani; Siti Ilmatul Ummah

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Nowadays, technological developments are very fast and sophisticated. This development has an impact on interactive learning in schools. Therefore, learning media is needed that is in line with the development of this technology. The goal is to make students more enthusiastic again. The aims of this research are: (1) to determine students' activeness in teaching and learning activities in mathematics for class XI students at SMAS Budaya Jakarta. (2) can produce interactive learning through this board game learning media with matrix material and rows and rows for class XI students at SMAS Budaya Jakarta. This development research method uses the ADDIE model analysis steps (Analysis, Design, Development, Implementation and Evaluation) because this step has an innovative and systematic system, thereby enabling researchers to achieve research objectives.

Prasetyo, Didit; Prasetyo, Didit; Dwi Wahyurini, Octaviyanti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Palagan is the name of a board game with a type of card game that has been distributed in the East Java region since the end of 2020 where the game is connected in one big narrative regarding the education of Covid-19 prevention behavior protocols equipped with attractive visual illustrations, Palagan is equipped with an Augmented Reality application as a complementary feature where the advantage is that it can arouse the interest of its users to learn and can make its users feel entertained, the contribution of this research is to map augmented reality content with the theme of health protocol education which is specifically intended for elementary school-aged children as an effort to minimize the gap in the level of compliance with the application health protocols in the community in urban areas.