Abstract

Indonesia is a country with a high level of vulnerability to the risks of disaster events. In the last five years, from 2017 to 2021, disaster events in Indonesia have been dominated by floods among other types of disasters. To avoid the impact of disaster risk, every element of society is obliged to be involved in disaster management efforts. The initial stage of disaster management is disaster mitigation which needs to be introduced to the public through outreach and education aimed at building disaster awareness behavior and practicing disaster mitigation skills early. However, disaster education is actually hampered, in part because the availability of teaching materials is still limited. From the various media that have been implemented, board games are considered to be able to introduce complex disaster concepts by being packaged into games with educational value through a gamification approach that can increase motivation in learning disaster insights. This design was prepared with the aim of making flood disaster introduction media through board games with educational value to teenagers. The method used is to collect data from literature studies, existing studies on disaster education products, in-depth interviews, preparation of play flows with swimlane scenario descriptions, gameplay studies with mechanics & gameplay studies, then mapping out concepts to design prototypes that will be tested on target users. The final result is a board game called MitiGo which can increase awareness of the risk of flood disasters by increasing enthusiasm and encouraging student involvement in the learning process of flood disaster mitigation. Keywords: Board Game, Gamification, Disaster Mitigation.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call