SANITOPIA: Developing Role-Playing Games to Improve Hygiene and Sanitation Among Indonesian Middle School Students

Authors

  • Salsabila Aurani SMA Labschool Cirendeu, Labschool YP-UNJ Author
  • Byalifa Luna Akhsila Pendidikan Profesi Guru Universitas Negeri Jakarta Author
  • Hillary Ovellia Aisyah SMA Labschool Cirendeu, Labschool YP-UNJ Author
  • Naura Jasmine Achmad SMA Labschool Cirendeu, Labschool YP-UNJ Author
  • Radhya Leica SMA Labschool Cirendeu, Labschool YP-UNJ Author
  • Raifa Muhammad Alfahriz SMA Labschool Cirendeu, Labschool YP-UNJ Author

Keywords:

hygiene, health, online game, board game

Abstract

Middle school students in Indonesia often lack access to adequate sanitation facilities and possess limited knowledge of basic hygiene practices, making them highly vulnerable to health risks. This study addresses the urgent need for a health education medium that effectively engages students, particularly those prone to online gaming addiction, by providing an alternative method of learning that is both captivating and educational. To meet this need, a board game named Sanitopia was developed, incorporating elements from the popular role-playing game Dungeons and Dragons (D&D) to encourage interactive learning. Sanitopia promotes hygiene and health education through storytelling and decision-making, making the content more relatable and appealing to adolescents. The game has been validated by media and material experts and middle school educators, proving its efficacy as a tool for improving hygiene awareness among students. The research utilized the Borg and Gall model of research and development to guide the design and evaluation process. Results indicate that Sanitopia is a highly effective educational tool, demonstrating its potential as a strategic intervention to enhance hygiene education for middle school students in Indonesia.

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Published

2026-10-22