Board Game Design for Conservation Organization A study on the Board Game for Campaign on Indonesian Javan Hawk-Eagle Conservation Foundation

Main Article Content

Ardiawan Bagus Harisa
Zahrotul Umami
Filmada Ocky Saputra


A Javan hawk-eagle conservation organization, Yayasan Konservasi Elang Indonesia, is struggling with its marketing & publication activities. The organization then uses a board game to help their conservation works. There are educational and conservative purposes embedded in the game design to be a formal framework to overcome the challenge. Using a board game as a conservation tool engages the players and deepens their understanding of the topic, Javan hawk-eagle. The process we use to develop the framework includes mapping the learning objectives to the game component and actions, board game design steps, and implementation and production of the board game. We then compare the cognitive aspect of the educational goal in a pre-test and post-test of the learners.


Plum Analytics

Article Details



Birdlife International, “Nisaetus bartelsi (amended version of 2016 assessment),” 2017. doi: 10.2305/IUCN.UK.2017.

H. Gunawan, D. Yoza, and others, “Studi Perkembangan Perilaku Elang Jawa (Spizaetus bartelsi Stresemann 1924) di Pusat Rehabilitasi Suaka Elang, Bogor.” 2016. Accessed: Dec. 02, 2021. [Online]. Available:

C. Romero, “Wildlife rescue as a framework for learning,” Computers in Entertainment (CIE), vol. 1, no. 1, pp. 1–7, 2003.

A. R. Putra, E. Widyarto, and A. D. Widiantoro, “Wana Warrior Game As Animal Rescue Campaign Media,” SISFORMA, vol. 4, no. 1, pp. 1–6, 2017.

S. Wulandari and others, “Safari rangers board game as a campaign media for endangered animal conservation,” in 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG), 2016, pp. 1–6.

A. B. Harisa, H. Haryanto, and H. A. Santoso, “Model Tingkat Kesulitan Dinamis Berbasis Logika Fuzzy Pada Game Wayang Ramayana,” in SEMNASTEKNOMEDIA ONLINE, 2016, vol. 4, no. 1, pp. 2–6.

A. Setiawan, F. Agiwahyuanto, and P. Arsiwi, “A Virtual Reality Teaching Simulation for Exercise During Pregnancy.,” International Journal of Emerging Technologies in Learning, vol. 14, no. 1, 2019.

H. Haryanto, U. Rosyidah, and A. Kardianawati, “Immersive Activities in Educational Role-Playing Game Based on Appreciative Learning and Artificial Intelligence,” in 2019 Fourth International Conference on Informatics and Computing (ICIC), 2019, pp. 1–6.

L. Gamberini et al., “Saving is fun: designing a persuasive game for power conservation,” in Proceedings of the 8th international conference on advances in computer entertainment technology, 2011, pp. 1–7.

P. Alinikula, J.-L. Latikka, and J. Paanajarvi, “Gaming for Good Changing the Game for Corporate Sustainability.,” 2014.

J. P. Gee, “What video games have to teach us about learning and literacy,” Computers in Entertainment (CIE), vol. 1, no. 1, p. 20, 2003.

P. Haring, H. Warmelink, M. Valente, and C. Roth, “Using the revised Bloom Taxonomy to analyze psychotherapeutic games,” International Journal of Computer Games Technology, vol. 2018, 2018.

N. Pancaningrum, “Strategi pembelajaran: Taksonomi bloom dalam games simulation method di tingkat raudhatul athfal,” ThufuLA: Jurnal Inovasi Pendidikan Guru Raudhatul Athfal, vol. 4, no. 1, pp. 112–129, 2017.

F. Nugroho, E. M. Yuniarno, and M. Hariadi, “Game based learning as an alternative during the Covid-19 epidemic based on K-13 for Indonesia elementary schools,” 2020.

K. Salen and E. Zimmerman, “Rules of play-game design fundamentals.{MIT} Press.” Cambridge, 2003.

M. Selinker, J. Ernest, R. Garfield, and S. Jackson, The Kobold guide to board game design. Open Design, 2011.

E. Pierre and J. Oughton, “The Affective Domain: Undiscovered Country.,” College Quarterly, vol. 10, no. 4, pp. 1–7, 2007.

L. W. Anderson et al., “A taxonomy for learning, teaching, and assessing: A revision of Bloom’s taxonomy of educational objectives, abridged edition,” White Plains, NY: Longman, vol. 5, no. 1, 2001.

P. Armstrong, “Bloom’s Taxonomy. Vanderbilt University Center for Teaching.” 2017.

M. E. Hoque, “Three domains of learning: Cognitive, affective and psychomotor,” The Journal of EFL Education and Research, vol. 2, no. 2, pp. 45–52, 2016.

S. Kurt, “Using Bloom’s taxonomy to write effective learning objectives: The ABCD approach,” Educational Technology, 2019.