several divorce cases that have an impact on the
children (Mussadad, 2018).
From the data obtained, it can be concluded that
there has been a family dysfunction in which the
duties and functions of the family do not work
properly. An endeavour to prevent the risk of family
dysfunction is needed so that these cases can be
minimized and not become an enduring social
problem as well as hindering the development of a
prosperous family to be achieved.
Therefore, this research aims to create a learning
media in the form of educational games as an
endeavour to prevent the risk of family dysfunction
and knowing the effect of it through an educational
board game with talking pen, smart cards, and mini
storybooks that can be played by all family members
and children which is called Game of Anti-Family
Dysfunction (GANSIA).
Game of Anti-Family Dysfunction (GANSIA) has
a concept of 8 family functions combined with the
local culture of Batam City. The board game is
implemented from the snake and ladder game along
with a talking pen, smart cards, and a mini storybook
on the game. The creation of this product is expected
to have a positive impact as an effort to prevent the
risk of family dysfunction thus family functions are
carried out ideally to create quality, happy, and
prosperous families that can contribute to achieving
an aspect of triumph in national development.
2 RELATED WORKS
In this section, we present the literature reviews and
theoretical background related to this research.
2.1 Literature Review
Four different works already carried out the research
that has relevance to this research are shown as the
following:
The game of snakes and ladders has a positive
impact because there is an increase in
knowledge of the subject after the intervention
is carried out. This study used pretest and
posttest with a questionnaire method and
secondary data (Handayani, Lubis, &
Aritonang, 2018).
An audio pen can improve children's reading
fluency, comprehension, and vocabulary in a
brief time. The involvement and positive
responses of the respondents also prove the
effectiveness of the audio pen as a tool that
helps in technological development (Krish,
2020)
A game board, cards, and a box (Gut Check)
are very useful and can be used as formal
learning media for students (Coil, Ettinger, &
Eisen, 2017).
The story content of the children’s storybook in
this study has a good point because there is
knowledge about local culture in the story
(Bakti, Apriliya, & Hidayat, 2018).
2.2 Theoretical Background
Five theoretical backgrounds that correlate with this
research are shown as the following:
2.2.1 Family Dysfunction
Dysfunction is "a matter of not functioning normally
or having impaired function". As a system, all family
members can influence each other if one (or more)
family members do not carry out their functions
(Wijaya, 2017).
Family dysfunction is where the duties and
functions of the family do not work properly. Some
examples of family dysfunction such as not getting
love or attention, experiencing physical and mental
abuse (insinuated and compared to other children).
2.2.2 Snakes and Ladders Game
Snakes and ladders are a game that can be played by
two or more people, and in running the game snakes
and ladders game requires 3 equipment such as dice,
pawns, and a snake and ladder board (Dewi, Kurnia,
& Panjaitan, 2017).
By using a board game that is implemented from
the snake and ladder game as a learning medium, it
can facilitate the delivery of information to prevent
family dysfunction.
2.2.3 Talking Pen
An audio pen is a tool that promotes technology to
improve learning and skills for a child (Krish, 2020).
In this study, a talking pen is used as a component of
the game media that emits audio when reading smart
cards.
2.2.4 ADDIE Model
ADDIE model is a research model used in this study
for the product design of Game of Anti-Family
Dysfunction (GANSIA). This model was chosen
because it is in line with the designed product.