Perancangan Board Game Pengganti Permainan Balancing Scale Milik SpedGrow Pte. Ltd. untuk Mengajarkan Budgeting kepada Anak-Anak Usia 5-8 Tahun

Ramadhani, Aqila (2026) Perancangan Board Game Pengganti Permainan Balancing Scale Milik SpedGrow Pte. Ltd. untuk Mengajarkan Budgeting kepada Anak-Anak Usia 5-8 Tahun. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Metode pembelajaran keuangan konvensional seringkali terasa kaku dan membosankan bagi anak-anak. Permasalahan ini ditemukan pada produk Balancing Scale dari SpedGrow Pte. Ltd., yang dinilai kurang berhasil menarik minat anak karena alur permainannya yang statis dan minim variasi. Akibatnya, pesan edukasi mengenai budgeting tidak tersampaikan dengan maksimal. Penelitian ini bertujuan untuk merancang sebuah media pembelajaran baru berupa board game yang berfokus pada penciptaan pengalaman bermain yang menyenangkan (fun) dan memiliki daya tarik untuk dimainkan berulang kali (replayability). Melalui proses perancangan kreatif yang berpusat pada kebutuhan anak-anak usia 5-8 tahun, terciptalah "Market Hunt", sebuah board game simulasi belanja yang interaktif. Permainan ini mengubah konsep pengelolaan uang yang rumit menjadi aktivitas yang seru dengan menggunakan token koin fisik dan kartu visual. Elemen kejutan dan interaksi antar pemain ditambahkan untuk menjaga dinamika permainan agar tidak monoton. Hasil uji coba menunjukkan bahwa "Market Hunt" berhasil mengubah persepsi belajar keuangan menjadi aktivitas yang menghibur. Anak-anak tidak hanya lebih mudah memahami perbedaan antara kebutuhan dan keinginan, tetapi juga menunjukkan antusiasme tinggi untuk terus memainkan permainan ini kembali, membuktikan tingginya aspek fun dan replayability pada desain yang dirancang.
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Conventional financial learning methods often feel rigid and tedious for children. This issue was identified in the "Balancing Scale" product by SpedGrow Pte. Ltd., which was deemed ineffective in engaging children due to its static gameplay and lack of variation. Consequently, the educational message regarding budgeting could not be conveyed effectively. This study aims to design a new learning medium in the form of a board game focused on creating a fun gaming experience with high replayability. Through a creative design process centered on the needs of children aged 5-8, "Market Hunt" was created, an interactive shopping simulation board game. This game transforms complex money management concepts into an exciting activity by utilizing physical coin tokens and visual cards. Surprise elements and player interactions were incorporated to maintain game dynamics and prevent monotony. Trial results indicate that "Market Hunt" successfully shifted the perception of financial learning into an entertaining activity. Children not only found it easier to distinguish between needs and wants but also demonstrated high enthusiasm to play the game repeatedly, validating the high degree of fun and replayability in the design.

Item Type: Thesis (Other)
Uncontrolled Keywords: board game, budgeting, fun, replayability, anak 5-8 tahun, board game, budgeting, fun, replayability, children aged 5-8 years
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1312 Board games.
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis
Depositing User: Aqila Ramadhani
Date Deposited: 29 Jan 2026 07:42
Last Modified: 29 Jan 2026 07:42
URI: http://repository.its.ac.id/id/eprint/130295

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