An Endeavour to Prevent the Risk of Family Dysfunction through
Game of Anti-Family Dysfunction (GANSIA)
Nisriani Uswatunnisa
1a
, Arta Uly Siahaan
2
, Adi Irawan Setiyanto
2
and Hamdani Arif
2
1
Department of Multimedia and Networking, Politeknik Negeri Batam, Batam, Indonesia
2
Politeknik Negeri Batam, Batam, Indonesia
Keywords: ADDIE Model, Educational Game, Family Dysfunction, GANSIA
Abstract: Dysfunction in the family is one of the social problems that occurred related to the hampered prosperous
family development towards aspects of triumph in national development. 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.
Therefore, the creation of educational learning media is an endeavour to prevent the risk of family dysfunction
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). The research
model used in this study is the ADDIE model which consists of 5 stages: analysis, design, development,
implementation, and implementation. As well as a research method that used in this study are pre-test and
post-test. Based on the results of the analysis, it is known that the average result of the pre-test is 31,25%
(poor) and the average result of the post-test is 92,5% (excellent). From these results, it is known that the
product has an excellent effect in enhancing understanding of 8 family functions as an endeavour to prevent
the risk of family dysfunction.
1 INTRODUCTION
One aspect of national development success is the
development of a prosperous family. Every parent is
obliged to care for, educate, direct, guide the child's
life into adulthood, and every family member has the
right to receive protection, love, education, and other
necessities of life.
The National Population and Family Planning
Board of Indonesia state that there are 8 functions of
the family to achieve a prosperous Indonesia by
carrying out: religion function, socio-cultural
function, love and affection function, protection
function, reproduction functions, education function,
economic function, and environmental development
function (BKKBN, 2018). On condition all of these
functions are carried out properly, a prosperous
family will be established that can help to achieve
national development.
Nevertheless, the social problems that occur have
hampered the development of a prosperous family
towards aspects of triumph in national development,
one of the social problems is dysfunction in the
a
https://orcid.org/0000-0001-5721-5553
family. There were 516,746 divorce cases in
Indonesia which were dominated by constraints and
economic factors (Kemenag, 2017). The occurrence
of early marriage which is the impact of child rights
issues that are not fulfilled in the case of early
marriage in Bantaeng also poses a risk to children
physically, intellectually, psychologically, and
emotionally. And the vulnerability of forms of
oppression and violence in the form of sexual or non-
sexual in early marriage against women (Kardi,
2018). From the case of early marriage, it can be seen
that children have not been fully given the ability to
make choices, because a minor is still not mentally
and physically mature so that parents or adults are
needed who can guide minors so that there is no
enduring dysfunction.
Sagulung Sub-District is one of the areas with
high divorce cases among other sub-districts in Batam
City (Court, 2018). Based on an interview with the
Hamlet Head of 06 Sagulung Sub-District, there are
social problems such as an early marriage that causes
a lack of emotional control between the parent and
Uswatunnisa, N., Uly Siahaan, A., Irawan Setiyanto, A. and Arif, H.
An Endeavour to Prevent the Risk of Family Dysfunction through Game of Anti-Family Dysfunction (GANSIA).
DOI: 10.5220/0010921100003255
In Proceedings of the 3rd Inter national Conference on Applied Economics and Social Science (ICAESS 2021), pages 325-335
ISBN: 978-989-758-605-7
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
325
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.
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ADDIE model consists of five stages: analysis,
design, development, implementation, and
evaluation. The ADDIE model has a focus or
emphasis on iteration and reflection; therefore, the
update is made based on feedback that can be carried
out continuously (Fatma, Hayami, Budiman, & Rizki,
2019) as shown in Figure 1.
Figure 1: ADDIE Model.
2.2.5 Pre-test and Post-test
The research design that used in this study is "One-
Group Pre-test-Post-test Design", where a group is
measured and observed before and after the treatment
is given. The advantage of this research design is that
the author can compare before and after treatment on
respondents with the same measuring instrument
(Liem & Tan, 2019) as shown in Figure 2.
Figure 2: One Group Pretest-Posttest Design.
In this study, the dependent variable was assessed
as one group before (pretest) and after (posttest) the
treatment was given. After the treatment was given to
the group, the results before and after were compared.
The data collection instrument used in this study was
in the form of a questionnaire.
The results of the pretest and posttest were
converted into frequency percentages, the formula for
the percentage frequency conversion (Sulfemi &
Mayasari, 2019) is shown in Figure 3 (% is the
frequency percentage of each respondent's answer, F
is the frequency of answers from respondents and N
is the number of respondents).
Figure 3: Frequency Percentage Formula.
After the frequency percentage is obtained, the
results of the average pre-test and post-test are
described as qualitative data which are interpreted
based on the analysis interpretation table (Megasafitri
& Sukartiningsih, 2018) as shown in Table 1.
Table 1: Analysis Interpretation Table.
Average Score Categor
y
0% - 20% Very Poo
r
21% - 40% Poo
r
41% - 70% Fai
r
71% - 80% Goo
d
81% - 100% Excellent
The analysis interpretation table category is used
to determine the effect of the product on 8 family
functions as an effort to prevent the risk of family
dysfunction. According to (Riduwan, 2013) in
(Megasafitri & Sukartiningsih, 2018) it is stated that
the questionnaire criteria can be said to be effective
against the use of a product if the average response
questionnaire result is >61% from the analysis
interpretation table category.
3 RESEARCH MODEL
ADDIE model is a research model used to make
Game of Anti-Family Dysfunction (GANSIA)
products in the form of educational board games, a
talking pen, smart cards, and a mini storybook. The
concept of this product refers to 8 family functions
(religion function, socio-cultural function, love and
affection function, protection function, reproduction
function, education function, economic function, and
environmental development function) which are
combined with the local culture of Batam City.
3.1 Analysis
In this process, the author defines the concepts,
materials, and software or hardware that will be used.
The software that are used in the implementation of
this product are Adobe Illustrator, Adobe Photoshop,
Adobe Audition, Blender, Celtx, Arduino IDE /
Visual Studio Code. And the hardware requirements
used in the implementation of this product are
laptops, 3D printing, Arduino modules, RFID cards,
speakers, and dubbing devices.
3.2 Design
This stage produces storyboards and scripts as a
design for developing game products in the form of
An Endeavour to Prevent the Risk of Family Dysfunction through Game of Anti-Family Dysfunction (GANSIA)
327
an educational board game in Figure 4, a talking pen
and smart cards in Figure 5, and a mini storybook
storyboard in Figure 6 in the Game of Anti-Family
Dysfunction (GANSIA).
Figure 4: Board Game Storyboard.
Figure 5: Talking Pen and Smart Cards Storyboard.
Figure 6: Mini Storybook Storyboard.
3.3 Development
This stage determines how each product will be
implemented such as the medium that will be used in
every product designed.
3.4 Implementation
All the designs that have been made in the previous
stages will produce the actual products at this stage.
3.5 Evaluation
The evaluation stage is carried out by supervisors and
authors continuously until this product is completed
based on the purpose of this product is made. Testing
is carried out using pretest and posttest to determine
the effect of Game of Anti-Family Dysfunction
(GANSIA).
4 RESEARCH METHOD
The research starts from literature study, pretest,
product implementation, treatment, posttest, data
analysis, and processing, and concludes from the
results of data analysis in research as shown in Figure
7.
Figure 7: Research Flow.
The pretest and posttest used the same
questionnaire and they are aimed at the same
respondents so that the results before and after
treatment could be compared. This study is to
determine the effect of the Game of Anti-Family
Dysfunction (GANSIA) based on the data obtained
from the results of the analysis according to the
category of the analysis interpretation table as an
endeavour to prevent the risk of family dysfunction.
Respondents in the pretest and posttest in this
study are residents from Hamlet of 06 Sagulung Sub-
District of 10 people from 10 families, respondents
are active members of the Integrated Service Post
(Posyandu) in Hamlet of 06 Sagulung Sub-District.
One adult (parent) from each family is the respondent
in this study because the game product requires an
adult as a mentor in understanding the 8 family
functions for other family members or the children in
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running the game. The concept of this game is
designed like the concept of a prosperous family
where the mentor is the key in the game that must
educate, direct, and guide the family member or the
child to understand 8 family functions through the
Game of Anti-Family Dysfunction (GANSIA).
In the questionnaire that is tested on respondents,
there are 8 questions based on 8 family functions. The
8 questions on the questionnaire that are asked during
the pretest and posttest can be seen in Table 2.
Table 2: Pretest and Posttest Questionnaire.
No. Questions
1 What is the function of the family that explains
families and family members encourage and
develop family life as a place to build spiritual
values and cultural values of the nation so that
they become people who believe and have a
devotion to The Almighty?
a. Environmental development function
b. Religion function
c. Economic function
2 What is the function of the family that explains it
provides opportunities for families to develop the
nation's cultural wealth?
a. Religion function
b. Reproduction function
c. Socio-cultural function
3 What is the function of the family that explains it
provides a solid foundation for children with
children, husband and wife, the parent with
children so they become a place for a life full of
love to grow?
a. Love and affection function
b. Education function
c. Environmental develo
p
ment function
4 What is the function of the family that explains
the family is a place to foster a sense of security
and warmth to every other family member?
a. Economic function
b. Protection function
c. Reli
g
ion function
5 What is the function of the family that explains
the mechanism for continuing the planned
offspring, to encourage the creation of human
welfare who is faithful and pious?
a. Reproduction function
b. Environmental development function
c. Socio-cultural function
6 What is the function of the family that explains
the family is in charge of educating offspring to
be broad-minded and able to make adjustments to
the environment?
a. Education function
b. Religion function
c. Reproduction function
7 What is the function of the family that explains
the family is a supporting element of family
independence and resilience?
a. Protection function
b. Love and affection function
c. Economic function
8 What is the function of the family that explains
educating each family member to be able to place
themselves in a harmonious, tuneful, and
balanced manner according to the carrying
potential of the environment?
a. Socio-cultural function
b. Environmental development function
c. Protection function
The next step is to analyze and process the data
obtained from the results of the pretest and posttest,
then the average results of the pretest and posttest
obtained are described as qualitative data to conclude
from the results of the analysis based on the data
generated.
5 RESULTS
In this section, we present the results for the products
and the analysis of Game of Anti-Family Dysfunction
(GANSIA).
5.1 Product Results
Game of Anti-Family Dysfunction (GANSIA)
consists of an educational board game, a talking pen
along with smart cards, and a mini storybook which
is shown as the following:
5.1.2 Educational Board Game
At the analysis stage, the initial stage is to create
concepts and materials presented in the educational
box game. The software used in the design of this
product are Adobe Illustrator CC 2018 and Blender.
For the design stage, the educational board game
is designed in three-dimensional form to be
developed into a wooden board game media as shown
in Figure 8.
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Figure 8: Educational Board Game 3D Model.
At the development stage, the surface of the
wooden board is designed with a concept that elevates
the local culture of Batam City such as the Barelang
Bridge, Kampung Kota Tua, Muka Kuning Industrial
Area, and Kenduri Melayu combined with the
concept of the snake and ladder game as shown in
Figure 9.
Figure 9: Board Game Surface Layout.
This wooden board design is also equipped with a
spinner as a medium that determines the movement
of players as shown in Figure 10 and pawns in the
form of gong-gong wearing tanjak melayu as the
characters of the players in the educational box game
as shown in Figure 11.
Figure 10: Spinner Layout.
Figure 11: Game Pawn Model.
At the implementation stage, an educational board
game is implemented in the form of wooden board
media as shown in Figure 12.
Figure 12: Wooden Board Game.
The surface of the educational box game that has
been designed in the previous stage is printed in the
form of a sticker to be glued to the surface of the
wooden board as shown in Figure 13.
Figure 13: Educational Board Game Surface.
Pawns that are designed with a three-dimensional
model are printed using 3D printing to become a
media object for the game in the educational board
game as shown in Figure 14.
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330
Figure 14: Game Pawns.
The evaluation stage is done by how well the
product can be used and following the purpose for
which the product is made. The results of the
educational board game can be seen in Figure 15.
Figure 15: Educational Board Game.
5.1.3 Talking Pen and Smart Cards
At the analysis stage, the initial steps taken are
preparing concepts, smart card materials, and audio
narration. The equipment needed for hardware design
(talking pen) and supporting devices (smart cards) are
Arduino modules, SD cards, RFID cards, speakers,
3D printing, and filaments.
For the design stage, the circuit of hardware and
supporting devices are assembled according to
product requirements as shown in Figure 16.
Figure 16: Talking Pen Circuit.
The smart card as a miscellaneous device is
designed according to the concept and material. The
front, back, and packaging of smart cards are
designed with concepts and materials developed from
8 family functions and combined with the local
culture of Batam City. The front card design can be
seen in Figure 17, the back in Figure 18, and the
packaging in 19.
Figure 17: Smart Cards Front Design.
Figure 18: Smart Cards Front Design.
Figure 19: Smart Cards Packaging.
Talking pen case design is also carried out in a
three-dimensional form. The talking pen is in the
form of an endemic animal character gong-gong as
shown in Figure 20.
Figure 20: Smart Cards Packaging.
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At the development stage, an audio recording
process is carried out as the sound output from the
talking pen. At this stage, the contents of the RFID
card data file are changed to define the name of the
audio file in the program and inserted into the SD card
on the talking pen. The next step is to make a talking
pen program and a smart card as a whole to be
inserted into the SD card.
At the implementation stage, the design of the
surface, back, and packaging of the smart card is
printed in the form of a sticker attached to the RFID
card. And the three-dimensional design of the talking
pen case is printed using 3D printing made from
filament as shown in Figure 21.
Figure 21: Talking Pen Case Printed.
After the case is printed, the whole circuit is inserted
into the case of the talking pen.
The evaluation stage is done by how well the
product can be used and by the purpose for which the
product is made.
5.1.4 Mini Storybook
The analysis stage is to create concepts, materials,
and storylines that are presented in the mini
storybook. At this stage, the size of the storybook that
will be designed in the mini storybook is also
determined to be used as print media. The software
used in the design of this product is Adobe Illustrator.
For the design stage, the design is made according
to the concept, script, and storyboard that has been
traced as shown in Figure 22.
Figure 22: Mini Storybook Tracing Process.
At the development stage, the coloring stage is
carried out which can be seen in Figure 23 and the
application of the story is in Figure 24.
Figure 23: Mini Storybook Coloring Process.
Figure 24: The Process of Applying the Script.
At the implementation stage, the mini storybook
is implemented in the form of print media which is
also combined with 8 family functions and the local
culture of Batam City which can be seen in Figure 25.
Figure 25: Mini Storybook Display Results.
At the evaluation stage, testing is carried out to
find out how well the product made can be applied
and it is following the purpose of the product. The
result of the mini storybook can be seen in Figure 26.
Figure 26: Mini Storybook.
The product constructed in the Game of Anti-
Family Dysfunction (GANSIA) is an educational
board game, smart cards, a talking pen, and a mini
ICAESS 2021 - The International Conference on Applied Economics and Social Science
332
storybook. It was designed to highlight the local
culture of Batam City with the hope that the public
will not only know the function of the family but also
be more familiar with the local culture. Smart Cards
are made from RFID Cards with family function
materials that are packaged using language that is
easily understood by children and parents. The
Talking Pen can read smart cards that emit audio
containing commands that the players must execute.
Talking pen is made to make it easier for players who
can't read yet and make the game more interesting.
The talking pen is also designed in the form of Gong
Gong as an endemic animal from the Riau Islands.
The mini storybook is called “My Family”, it is about
the function of the family, and it is one of the products
in the Game of Anti-Family Dysfunction (GANSIA).
The results of the GANSIA product can be seen in
Figure 27.
Figure 27: GANSIA Product Results.
The GANSIA board game has obtained
Intellectual Property Rights which have been issued
by the Directorate General of Intellectual Property
(DJKI) in 2019 with application number
EC00201975094 and registration number
000158081.
5.2 Analysis Results
The analysis is carried out in Hamlet of 06 Sagulung
Sub-District by 10 female respondents. Based on the
age of the respondents, respondents who are in the
age of 20-30 years are 1 respondent, respondents who
are in the age of 30-40 years are 5 respondents, and
respondents who are aged 40-50 years are 4
respondents.
Based on the respondent's occupation, the
respondents who have a job as housewives are 10
respondents. The number of correct and incorrect
answers from the pretest and posttest tests carried out
on the respondents can be seen in Table 3.
Table 3: Pretest and Posttest Results.
Questions Pretest Posttest
Correct Incorrect Correct Incorrect
Q1739 1
Q2 3 7 10 0
Q3649 1
Q4378 2
Q5 2 8 10 0
Q6 3 7 10 0
Q7198 2
Q8 0 10 10 0
The results of the correct answers from the pretest
and posttest were processed into percentage form,
quantitative data obtained from the pretest test results
were processed into percentage form which can be
seen in Table 4.
Table 4: Percentage of Pretest Results.
No. Tar
et Outcome %
1
Respondents are able to understand
the function of religion
70%
2
Respondents are able to understand
the function of socio-cultural
30%
3
Respondents are able to understand
the function of love and affection
60%
4
Respondents are able to understand
the function of protection
30%
5
Respondents are able to understand
the function of reproduction
20%
6
Respondents are able to understand
the function of education
30%
7
Respondents are able to understand
the function of economic
10%
8
Respondents are able to understand
the function of environmental
develo
p
ment
0%
The avera
g
e result of the
p
retest 31.25%
Based on the results of the pretest, it can be seen
that the average of the respondents' answers who can
answer the questions correctly during the pretest is
31.25% of the respondents.
Quantitative data obtained from the posttest test
results were processed into percentage form. The
percentage results from the posttest test can be seen
in Table 5.
Table 5: Percentage of Posttest Results.
No. Target Outcome %
1
Respondents are able to understand
the function of religion
90%
2
Respondents are able to understand
the function of socio-cultural
100%
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3
Respondents are able to understand
the function of love and affection
90%
4
Respondents are able to understand
the function of protection
80%
5
Respondents are able to understand
the function of re
p
roduction
100%
6
Respondents are able to understand
the function of education
100%
7
Respondents are able to understand
the function of economic
80%
8
Respondents are able to understand
the function of environmental
develo
p
ment
100%
The avera
g
e result of the
p
osttest 92.5%
Based on the results of the posttest, the average
number of respondents who can answer the questions
correctly during the posttest is 92.5% of the
respondents.
From the results of the pretest and posttest, it can
be seen that the percentage of respondents who can
answer questions about understanding the 8 family
functions correctly increased from 31.25% to 92.5%.
In the first question related to religion function, there
was an increase from 70% to 90%. In the second
question related to social-cultural function, there was
an increase from 30% to 100%. In the third question
related to love and affection function, there was an
increase from 60% to 90%. In the fourth question
related to the protection function, there was an
increase from 30% to 80%. In the fifth question
related to reproduction function, there was an
increase from 20% to 100%. In the sixth question
related to education function, there was an increase
from 30% to 100%. In the seventh question related to
economic function, there was an increase from 10%
to 80%. In the eighth question related to the
environmental development function, there was an
increase from 0% to 100%. The results of the pretest
and posttest can be seen in Figure 28.
Figure 28: Pretest and Posttest Result in Percentage.
The average pretest result of the target outcome
before being given treatment was 31.25%, this figure
can be categorized that the pretest result is included
in the "Poor" category. The average posttest result of
the target outcome after being given treatment is
92.5%, this figure can be categorized that the posttest
result is included in the "Excellent" category. From
these results, it is known that the posttest results
obtained are >61% which states that the GANSIA
product has an effect on increasing understanding of
8 family functions.
Based on the results of the pretest and posttest in
this study, it can be seen that the product has an
excellent effect on increasing understanding of the 8
family functions as an effort to prevent the risk of
family dysfunction in Hamlet of 06 Sagulung Sub-
District.
6 CONCLUSION & DISCUSSION
Based on the research that has been done, it can be
concluded this research produces Game of Anti-
Family Dysfunction (GANSIA) in the form of an
educational board game, a talking pen, smart cards,
and a mini storybook that made by using the ADDIE
model (analysis, design, development,
implementation, and evaluation).
From the results of the analysis, it is known that
the average of the pretest result is 31.25%, this figure
is included in the "Poor" category. And the average
posttest result is 92.5%, this figure is included in the
"Excellent" category. Based on the results of the
pretest and posttest referring to the analysis
interpretation table, it is known that Game of Anti-
Family Dysfunction (GANSIA) product has a very
good effect in increasing understanding of the 8
family functions as an effort to prevent the risk of
family dysfunction in Hamlet of 06 Sagulung Sub-
District.
The conclusion is in line with the emerging recent
research (Bakti et al., 2018; Coil et al., 2017;
Handayani et al., 2018; Krish, 2020), it contributes to
the existence of learning media in the form of
educational games through a board game, talking pen,
smart cards, and mini storybook. This study also
shows that the scope of research in the use of Game
of Anti-Family Dysfunction (GANSIA) products
needs to be expanded therefore that family welfare
education as a form of effort to prevent the risk of
family dysfunction can be increased and community
groups can be formed as a forum for family welfare
education assistance. In addition, to develop the
product of GANSIA, the talking pen from Game of
Anti-Family Dysfunction (GANSIA) product is one
of the media to prevent the risk of family dysfunction,
it should be developed with a flatter shape in the
ICAESS 2021 - The International Conference on Applied Economics and Social Science
334
future to make it easier to grip and increase the ease
of use of the product.
ACKNOWLEDGEMENTS
This research was partially supported by Ministry of
Research, Technology and Higher Education of
Indonesia through Program Kreativitas Mahasiswa.
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