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Strengthening Digital Character and Social Skills Through Board Games in Social Impact Informatics Learning

International Journal of Active Learning · Vol. 10 No. 2 (2025) · pp. 58–64

DOI
10.15294/ijal.v10i2.31678
ISSN
2528-505X
Published
2025-08-07
Publisher
Universitas Negeri Semarang
Language
eng

Abstract

This study aims to develop Game-Based learning media, specifically a board game, as an innovative strategy to strengthen students' digital character and social skills in the context of the Social Impact of Informatics material. The development model used is ADDIE (Analysis, Design, Development, Implementation, Evaluation), with high school students as research subjects. The learning media were designed based on the learning outcomes of the Independent Curriculum with a focus on digital ethics, information literacy, and social responsibility as digital citizens. Validation results from material and media experts indicate that the developed board game media is feasible to use. Practical tests conducted by teachers and students demonstrated a high level of ease of use, clarity of instructions, attractiveness, and learning benefits. The effectiveness of the media was tested using a pretest-posttest design with N-Gain analysis and an independent t-test, which showed a significant increase in students' cognitive abilities and social attitudes. Observations during the learning process also strengthened aspects of cooperation, empathy, responsibility, and ethical reflection on the use of technology. This board game has been proven to facilitate cognitive understanding of the Social Impact of Informatics and foster wise digital character and relevant social competencies in the digital age. These findings contribute to contextual and meaningful informatics learning practices and offer a practical solution for values education in the digital transformation era.

Keywords

Collaboration network of the authors

40 authors · 156 co-authorship links · showing the 40 most connected

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • State University of Semarang
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Samsudin AnisAffiliation unknown9
Nur QudusAffiliation unknown7
Sri Endah WahyuningsihAffiliation unknown6
Ade Novi Nurul IhsaniAffiliation unknown6
Sri SukamtaAffiliation unknown5
Rini KusumawardaniAffiliation unknown5
Muhammad KhumaediAffiliation unknown4
Muhammad Nur FuadAffiliation unknown4
Dwi WidjanarkoAffiliation unknown3
Apriansyah WibowoAffiliation unknown3
Aldo Luhung BaskoroAffiliation unknown3
Fuat QunefiAffiliation unknown3
Raihan Fa'iq MubarakAffiliation unknown3
Shohihatur RohmanAffiliation unknown3
Galang Wahid KurniawanAffiliation unknown3
Mohamad IrfanAffiliation unknown3
Sonhaji SonhajiAffiliation unknown3
Ardhana Luthfi HidayattullahAffiliation unknown3
Noor HudallahAffiliation unknown3
Basyirun BasyirunAffiliation unknown3
Samsudi SamsudiAffiliation unknown3
Adhi KusumastutiAffiliation unknown2
Tatyantoro AndrastoAffiliation unknown2
Fitria EkariniAffiliation unknown2
Aisya FathimahAffiliation unknown2
M. Burhan Rubai WijayaAffiliation unknown2
Djuniadi DjuniadiAffiliation unknown2
Hanan Iqbal AlrahmaState University of Semarang1
Anan NugrohoState University of Semarang1
Ahmad Fashiha HastawanState University of Semarang1
Ely RudyatmiAffiliation unknown1
Denny Firman SetiyantoAffiliation unknown1
Pramaditya Putra Komala DewaAffiliation unknown1
Pedro AndhikaAffiliation unknown1
Retno MarlangenAffiliation unknown1
Dewi MasrurohAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/ijal/oai, first harvested 5 Nov 2026, last seen 8 Nov 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="en">Strengthening Digital Character and Social Skills Through Board Games in Social Impact Informatics Learning</dc:title>
	<dc:creator xml:lang="en">Puji, Nunuk Riza </dc:creator>
	<dc:creator xml:lang="en">Sutopo, Yeri</dc:creator>
	<dc:creator xml:lang="en">Supraptono , Eko</dc:creator>
	<dc:creator xml:lang="en">Arief, Ulfah Mediaty </dc:creator>
	<dc:subject xml:lang="en">Game-Based Learning, Board Game Educative, Social Impact of Informatics, Digital Characters, Social Skills</dc:subject>
	<dc:description xml:lang="en">This study aims to develop Game-Based learning media, specifically a board game, as an innovative strategy to strengthen students' digital character and social skills in the context of the Social Impact of Informatics material. The development model used is ADDIE (Analysis, Design, Development, Implementation, Evaluation), with high school students as research subjects. The learning media were designed based on the learning outcomes of the Independent Curriculum with a focus on digital ethics, information literacy, and social responsibility as digital citizens. Validation results from material and media experts indicate that the developed board game media is feasible to use. Practical tests conducted by teachers and students demonstrated a high level of ease of use, clarity of instructions, attractiveness, and learning benefits. The effectiveness of the media was tested using a pretest-posttest design with N-Gain analysis and an independent t-test, which showed a significant increase in students' cognitive abilities and social attitudes. Observations during the learning process also strengthened aspects of cooperation, empathy, responsibility, and ethical reflection on the use of technology. This board game has been proven to facilitate cognitive understanding of the Social Impact of Informatics and foster wise digital character and relevant social competencies in the digital age. These findings contribute to contextual and meaningful informatics learning practices and offer a practical solution for values education in the digital transformation era.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2025-08-07</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/ijal/article/view/31678</dc:identifier>
	<dc:identifier>10.15294/ijal.v10i2.31678</dc:identifier>
	<dc:source xml:lang="en">International Journal of Active Learning; Vol. 10 No. 2 (2025): October 2025; 58-64</dc:source>
	<dc:source>2528-505X</dc:source>
	<dc:source>10.15294/ijal.v10i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/ijal/article/view/31678/5613</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2025 International Journal of Active Learning</dc:rights>
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