Design of the ‘LAPPY’ Card Game as an Educational Medium for Daily Activities to Limit Screen Time in Children Aged 9-12 Years

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Authors: Fadilla Rahmadita, Rahmat Kurniawan
Cited by: 0

Abstract

Screen time is a common activity in today’s digital era, such as when children engage in online learning, play games, or use social media anything that involves screens. This study aims to help children understand and manage their daily activities in a balanced manner while becoming aware of appropriate limits for screen use. Using the design thinking method with stages of empathize, define, ideate, prototype, and test, this research resulted in a card game titled “LAPPY”, which focuses on managing daily activities up to a total of 24 hours through a mechanism of completing mandatory cards and calculating earned time points. Designed primarily for children aged 9-12 years, the game helps them recall their screen time duration and organize their daily activities more effectively. Testing involved media experts (94%), material experts, teachers (94.6%), material experts, doctors (98.6%), the general public (91%), and children (95%), showing that the game is suitable as an educational medium and an enjoyable learning tool. Therefore, the “LAPPY” card game can support children in developing habits of managing their daily activities from an early age while reminding them of appropriate screen time limits within a day.

Fields of Study & Subjects

Educational Games and Gamification Child Development and Digital Technology Educational Methods and Impacts

Publication details

Journal / source
ICoBITS
Volume
1
Pages
223–233
Publication date
14 January 2026