Development of Innovative Learning Based on Design Problem Solving and Cognitive Empathy through the Educational Game "Rancang & Refleksi"

Authors

  • Maria Paulin Sianturi Department of Psychology, Bina Darma University, Palembang Indonesia, Indonesia
  • Dwi Hurriyati Department of Psychology, Bina Darma University, Palembang Indonesia, Indonesia

DOI:

https://doi.org/10.56988/ij-chiprof.v5i1.15

Keywords:

Design Problem Solving, Cognitive Empathy, Educational Game, Generation Z, Design Thinking

Abstract

The rapid advancement of digital technology demands a transformation in higher education to produce graduates who are not only technologically proficient but also possess strong soft skills. Generation Z, as digital natives, often faces challenges in social interaction and contextual problem-solving. This study aimed to develop an innovative learning medium in the form of a serious board game titled "Rancang & Refleksi" to enhance Design Problem Solving and Cognitive Empathy skills. The research utilized a development approach (R&D) using the Design Thinking framework adopted from UGM MOOCs, encompassing the stages of Empathize, Define, Ideate, Prototype, and Test. The results indicated that the game effectively stimulated high-level cognition through cooperative gameplay mechanics. The "Persona Cards" feature trained perspective-taking (empathy) by revealing hidden needs, while resource management in the "Action Cards" trained strategic decision-making under pressure. This medium bridges the gap between conventional teaching methods and the interactive learning preferences of Generation Z.

Downloads

Published

2026-02-28

How to Cite

Sianturi, M. P., & Hurriyati, D. (2026). Development of Innovative Learning Based on Design Problem Solving and Cognitive Empathy through the Educational Game "Rancang & Refleksi". International Journal Scientific and Professional, 5(1), 761–764. https://doi.org/10.56988/ij-chiprof.v5i1.15

Issue

Section

Articles

Citation Check