Game On for Education! SAMCGI Partners with Yayasan Pendidikan Astra to Redesign Board Games


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SAMCGI Scores Big Win with Revamp of Educational Board Games for YPA-MDR

Jakarta, Indonesia - [July 11, 2024] – n a heartwarming display of creative collaboration, SAMCGI has successfully completed a project to revamp sixteen educational board games for Yayasan Pendidikan Astra - Michael D. Ruslim (YPA-MDR). The project, undertaken as part of YPA-MDR’s CSR initiatives, has resulted in a resounding success, with YPA-MDR expressing immense satisfaction with the final product.

The collaboration success is further underscored by YPA-MDR’s pre-order of fifty copies of five revamped games.

This fruitful partnership saw SAM breathe new life into the educational board games, making them more engaging and effective for young learners. The collaboration success is further underscored by YPA-MDR’s pre-order of fifty copies of the following five revamped games:

  • Children Jump - a captivating math game designed for sixth graders to master the fundamentals of adding and subtracting integers. Each player takes on the role of a character adorned in traditional attire representing one of Indonesia’s 38 provinces, adding a touch of cultural pride to the gameplay and reinforcing geographical knowledge among young minds.

  • GEMEKO - a board game specifically designed to teach fifth-grade students about ecosystems in an engaging and fun way. Through gameplay, students will learn about different types of ecosystems, the interdependence of living things, and the importance of conservation.

  • PETIKAN - a challenging game of memory and recall that requires players to match question and answer cards. It can be played individually or in teams. Players earn points by successfully matching pairs or guessing card locations. PETIKAN aims to enhance students comprehension, critical thinking, memory, and teamwork while learning about Indonesian independence history.

  • KURMA - a new learning tool designed to make learning about human reproduction more interesting and interactive. Inspired by card games, KURMA aims to increase student focus and participation during lessons.

  • T-Card - an innovative learning tool that uses interactive features, such as barcodes, to make learning science more engaging. T-Card is designed to enhance student focus, participation, and understanding.

This successful project highlights the power of creative expertise combined with a commitment to social responsibility.SAM’s talent for crafting engaging experiences perfectly complements YPA-MDR’s dedication to educational advancement. This successful project paves the way for future collaborations that empower young learners and celebrate Indonesia’s rich cultural tapestry.



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