Rendahnya pemahaman anak mengenai dampak penyakit gigi terhadap kesehatan tubuh masih menjadi perhatian dalam edukasi kesehatan sejak dini. Secara global, WHO (2022) melaporkan sekitar 514 juta anak di dunia mengalami karies pada gigi susu. Perancangan ini bertujuan merancang board game edukatif “Denbit” sebagai media pembelajaran untuk mengenalkan dampak penyakit gigi terhadap kesehatan tubuh anak sekolah dasar. Perancangan menggunakan metode kualitatif dengan model perancangan 4D (define, design, develop, disseminate). Teknik pengumpulan data dilakukan melalui observasi, wawancara, studi literatur, dan dokumentasi dengan target audiens 20 siswa sekolah dasar usia 10–11 tahun. Perancangan board game memperhatikan aspek ilustrasi, warna, tipografi, tata letak, serta mekanisme permainan yang sesuai dengan karakteristik anak. Hasil validasi oleh ahli media, ahli pendidikan, dan ahli kesehatan menunjukkan bahwa media layak digunakan. Hasil uji respon pengguna menunjukkan bahwa board game “Denbit” memperoleh persentase penilaian sebesar 92,3% dengan kategori sangat baik, dengan persentase jawaban sangat setuju sebesar 67%, setuju 30%, biasa saja 1,5%, tidak setuju 1%, dan sangat tidak setuju 0,5%. Hasil perancangan menunjukkan board game “Denbit” dapat digunakan sebagai media pembelajaran untuk membantu siswa mengenal hubungan antara kesehatan gigi dan kesehatan tubuh melalui pembelajaran berbasis permainan.
Kata kunci: Desain komunikasi visual, board game, media pembelajaran, kesehatan gigi, game-based learning.
Low levels of children's understanding regarding the impact of dental diseases on overall body health remain a concern in early health education. Globally, the World Health Organization (WHO, 2022) reported that approximately 514 million children suffer from caries in their primary teeth. This design project aims to develop an educational board game entitled “Denbit” as a learning medium to introduce the impact of dental diseases on body health among elementary school children. This study employed a qualitative method using the 4D design model consisting of four stages: define, design, develop, and disseminate. Data were collected through observation, interviews, literature studies, and documentation involving a target audience of 20 elementary school students aged 10–11 years. The board game was designed by considering illustration, color, typography, layout, and game mechanics appropriate to children's characteristics. Validation results from media, education, and health experts indicated that the media was suitable for use. User response testing showed that the “Denbit” board game obtained an overall score of 92.3%, categorized as very good, with response percentages of 67% strongly agree, 30% agree, 1.5% neutral, 1% disagree, and 0.5% strongly disagree. The results indicate that the “Denbit” board game can be used as a learning medium to help students recognize the relationship between dental health and overall body health through game-based learning.
Keywords: visual communication design, board game, larning media, dental health, game-based learning.