SBM ITB, through the Laboratory of Education Games (LEG), created board games that made learning business and management more fun. This innovation was launched in the ITB Leadership Meeting/Rapat Pimpinan (Rapim) held by SBM-ITB, Tuesday (26/10/2021). The meeting was attended by the ITB Rector, Prof. Reini Wirahadikusumah, Vice-Chancellors, and Deans from Faculties or Schools at ITB.

Yuanita Handayati, an expert team member at LEG, revealed that the game developed by LEG is a combination of card games and learning related to business and management. It aims to introduce people to business and management terms in a fun way and increase people’s interest in learning more about business and management.

Yuanita explained this game could also be used in various circles, such as students, corporates, communities, and students.

“The business dictionary cards consist of business and management terminology with definitions. In addition, the card also describes the implementation of the definition so that it can better assist players in understanding business and management terminology,” explained Yuanita.

Meanwhile, Utomo Sarjono Putro, Dean of SBM ITB, added that SBM ITB has several laboratories to support technology-based learning systems and provide solutions, one of which is LEG.

“The Laboratory of Education Games (LEG) seeks to infuse business and management knowledge with cutting-edge technology in the form of games used for business education and business process engineering,” he said.

Through its resources, LEG seeks to produce and develop board and card games, role-playing games, games for designing and running business processes, and digital games using the web, applications, and virtual reality media. LEG provides a platform for lecturers and students to continue to innovate in the learning process, collaborate in research, and foster community development in a fun way. With the motto “Acitya Kaharsa Wijaya” (knowledge, fun, excellence), LEG innovates in developing learning media.

Currently, LEG has several programs, including the development of digital educational boards, cards, and games, integration of business and management training with educational games, gamification of business processes, joint research and publications in the field of gamification, and contributing to the development of the creative economy through community service.

Lastly, Yuanita said that, to date, LEG SBM-ITB has made more than ten offline and online board games for learning. The board games from LEG have also been used in various community services, both in formal education and in companies, such as SDN Gagas Ceria, SDN Lengkong, PT Telkom, Blue Bird group, and Kalla Group.

Written by Student Reporter (Deo Fernando, Entrepreneurship 2021)