Nadhira Dzikri Mardhiyani
Politeknik Negeri Jakarta

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Perancangan Desain Board Game “Pot and See” Sebagai Media Pengembangan Potensi Remaja Nadhira Dzikri Mardhiyani; Dwi Agnes Natalia Bangun
Seminar Nasional Riset Terapan Vol. 15 No. 01 (2026): SNRT XV TAHUN 2026
Publisher : Administrasi Niaga Politeknik Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/snrtbisnis.v15i01.7796

Abstract

Conventional counseling processes often make students feel uncomfortable in recognizing, expressing, and developing their potential, highlighting the need for alternative media that are more interactive and enjoyable. This study aims to design a counseling board game as a medium for developing the potential of high school students. The case study was conducted at SMAIT Tunas Bangsa Depok through an educational game approach using a plantation metaphor that represents the gradual process of self-growth. The research employed a mixed-method approach with the Design Thinking method. Data were collected through observation, interviews, literature studies, and target audience analysis involving students of SMAIT Tunas Bangsa Depok. The resulting board game adopts a minimalist, fun, and illustrative tone and manner, visualized through a modern organic style. The dominant green color is combined with lime, bluish purple, orange, and yellowish brown to reflect the plantation theme. The designed board game combines strategy and party game elements, featuring self-reflection questions and game components consisting of 85 cards, packaging, an action plan sheet, stickers, and a game guidebook. The design process involved mind mapping, mood boards, manual sketches, and digitalization to develop the board game's visual elements. This board game is expected to help students understand the development of their potential, increase their confidence in self-expression, and foster more meaningful interpersonal communication.