Developing a Sustainable Design-Based Creative Board Game to Enhance Children’s Creativity and Maritime Awareness

Authors

  • Anda Iviana Juniani Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia
  • Putri Amelia Faculty of Information Technology and Creative Industries, Universitas Internasional Semen Indonesia, Surabaya, Indonesia
  • Dika Rahayu Widiana Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia
  • Wiediartini Wiediartini Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia
  • Widya Emilia Primaningtyas Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia
  • Khoirul Amin Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia
  • Rizal Indrawan Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia
  • Rifqi Abid Maulana Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia
  • Rabbani Budi Santosa Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia
  • Dhandys Ayu Juli Anjhani Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia
  • Dava Khilla Kurniawan Politeknik Perkapalan Negeri Surabaya, Surabaya, Indonesia

DOI:

https://doi.org/10.28932/ice.v7i2.14425

Keywords:

children’s creativity, creative board game, design for sustainability, maritime environment

Abstract

Creativity is an important 21st century competency in which instructional media must be able to stimulate flexible thinking and meaningful problem solving. Board games offer significant pedagogical potential by integrating playfulness with structured cognition. However, most of the commercial board games still use plastic-based materials, which raises concern about the environmental sustainability, especially in the context that is affected by plastic pollution. To address this gap, the present study developed a creative board game with a maritime environmental awareness theme using the Design for Sustainability (DfS) approach, ensuring dual pedagogical value that fostering children’s creativity while embedding ecological responsibility through sustainable material and design. The Research and Development (R&D) method following the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) stages of the ADDIE model. Validation results showed feasibility scores of 89%, based on media experts, and 88%, based on material experts, which are both in the "highly feasible" category. These findings validate the board game as a sound medium for stimulating creativity and ecological awareness. Future research should implement and evaluate the tool with children to provide empirical evidence of its effectiveness.

References

Agustin, I., & Aji, R. I. (2023). Perancangan boardgame pemilahan sampah pada anak usia 6-7 tahun di SDN Penanggungan. ASPIRASI: Publikasi Hasil Pengabdian dan Kegiatan Masyarakat, 2(1), 30–37. https://doi.org/10.61132/aspirasi.v2i1.115

Alotaibi, M. S. (2024). Game-based learning in early childhood education: A systematic review and meta-analysis. Frontiers in Psychology, 15, 1307881. https://doi.org/10.3389/fpsyg.2024.1307881

Arboleya-García, E., & Miralles, L. (2022). ‘The Game of the Sea’: An interdisciplinary educational board game on the marine environment and ocean awareness for primary and secondary students. Education Sciences, 12(1), 57. https://doi.org/10.3390/educsci12010057

Armenia, S., Barnabè, F., Nonino, F., & Pompei, A. (2024). Improving project management skills by integrating a boardgame into educational paths. The International Journal of Management Education, 22(2), 100969. https://doi.org/10.1016/j.ijme.2024.100969

Branch, R. M. (2009). Prologue. In R. M. Branch (Eds.), Instructional design: The ADDIE approach (pp. 1–20). Springer US. https://doi.org/10.1007/978-0-387-09506-6_1

Cahyadi, R. A. H. (2019). Pengembangan bahan ajar berbasis ADDIE model. Halaqa: Islamic Education Journal, 3(1), 35–42.https://doi.org/10.21070/halaqa.v3i1.2124

Chen, F.-H., & Ho, S.-J. (2022). Designing a board game about the United Nations’ Sustainable Development Goals. Sustainability, 14(18), 11197. https://doi.org/10.3390/su141811197

Crul, M., & Diehl, J. C. (2009). Design for sustainability: A step-by-step approach. UNEP/Delft University of Technology.

Dela Cruz, M. J., Dela Guardia, N. G., Jamandra, N., Del Mundo, E., & Lee, S. (2024). Make it green: An educational board game on solutions for climate change for grade 7 students. Journal of STEAM Education, 7(1), 10–38. https://doi.org/10.55290/steam.1349238

Fortuin, K. P. J., & van Koppen, C. S. A. (2016). Teaching and learning about the interconnectedness of nature, people and society. Environmental Education Research, 22(5), 1–28. https://doi.org/10.1080/13504622.2015.1054264

Henningsen, B., Ottar Jensen, E., Simmelkiær Laraignou, A., Hanghøj, T., Hautopp, H., & Klingenberg Andersen1, N. (2025). Exploring sustainability through board game design as a learning approach in schools. European Conference on Games Based Learning, 19(1), 396–403. https://doi.org/10.34190/ecgbl.19.1.4213

Khotimah, K., & Wahyuningtyas, N. (2023). Media development board game to increase student motivation in studying regional culture. Jurnal Inovasi Teknologi Pendidikan, 10(3), 298–310. https://doi.org/10.21831/jitp.v10i3.60477

LIPI & Ministry of Marine Affairs and Fisheries. (2022). Indonesian marine debris data and policy report. Indonesian Institute of Sciences.

O’Neill, D., & Holmes, P. (2022). The power of board games for multidomain learning in young children. American Journal of Play, 14(1), 58–97.

OECD. (2019). OECD future of education and skills 2030: OECD learning compass 2030. OECD Publishing.

Purnama, S. (2016). Metode penelitian dan pengembangan (pengenalan untuk mengembangkan produk pembelajaran bahasa Arab). LITERASI: Jurnal Ilmu Pendidikan, 4(1), 19. https://doi.org/10.21927/literasi.2013.4(1).19-32

Putra, T. P., & Mansoor, A. Z. (2023). App-assisted boardgame as an educational medium for elementary school children’s collaborative skills. Wimba: Jurnal Komunikasi Visual, 14(2), 100–122. https://doi.org/10.5614/jkvw.2023.14.2.3

Putri, M. D., Widyasari, & Nisa, D. A. (2024). Board game sebagai media edukasi lingkungan hidup dan pelestariannya untuk anak usia 7-10 tahun. Jurnal Suluh, 7(2), 67–84. https://doi.org/10.34001/jsuluh.v7i2.7814

Sugiyono. (2008). Metode penelitian pendidikan: Pendekatan kuantitatif, kualitatif dan R & D (6th ed.). Alfabeta.

Surma, T., Vandewaetere, M., Laere, E. V., & Elen, J. (2021). Ocean literacy: Exploring conceptual frameworks and measurement tools for children's understanding of the ocean. Environmental Education Research, 27(9), 1349–1368.

Torrance, E. P. (1966). Torrance tests of creative thinking: Norms-technical manual. Personnel Press.

UNESCO. (2015). Education 2030: Incheon declaration and framework for action. UNESCO Publishing.

UNESCO-IOC. (2012). Ocean literacy: The essential principles and fundamental concepts of ocean sciences for learners of all ages (3rd ed.). COEXIST Project.

UNICEF. (2023). 21st century skills in Asia-Pacific: Skills for a changing world. UNICEF East Asia & Pacific Regional Office.

Vecchio, L. P., & Greco, A. D. (2023). Game-based solutions and the plastic problem: A systematic review. Sustainability, 15(6), 5558. https://doi.org/10.3390/su15065558

World Economic Forum. (2023). The future of jobs report 2023. World Economic Forum. https://www.weforum.org/publications/the-future-of-jobs-report-2023/

Downloads

Published

2026-05-28

How to Cite

Juniani, A. . I. ., Amelia, P., Widiana, D. R., Wiediartini, W., Primaningtyas, W. E., Amin, K., Indrawan, R., Maulana, R. A., Santosa, R. B., Anjhani, D. A. J., & Kurniawan, D. K. (2026). Developing a Sustainable Design-Based Creative Board Game to Enhance Children’s Creativity and Maritime Awareness. Journal of Innovation and Community Engagement, 7(2), 137–155. https://doi.org/10.28932/ice.v7i2.14425

Issue

Section

Articles