1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperKomisi Pemberantasan Korupsi
Distilling the key insights…
The Corruption Eradication Commission (KPK) of Indonesia utilizes board games as a strategic, interactive medium to advance anti-corruption education and public awareness. By moving beyond traditional instructional methods like storytelling and film, the commission aims to foster integrity, critical thinking, and collaborative problem-solving across diverse demographics, including children, students, business professionals, and politicians. This initiative aligns with the commission’s legal mandate to promote corruption eradication programs through engaging and sustainable educational tools.
The development process began in 2014 with the pilot project Sahabat Pemberani, which targeted children aged 9–12. Following successful trials that demonstrated increased participant engagement and communication, the program expanded in 2016 to include eight additional board games tailored to specific audiences and themes. These games, such as Keranjang Bolong for young children, It’s My Business for corporate sectors, and PoliTrik for political contexts, simulate real-world scenarios where players must navigate ethical dilemmas, manage resources, and confront the consequences of corrupt behavior. Several titles incorporate cooperative mechanics where players collectively lose if state losses exceed a certain threshold, reinforcing the societal impact of corruption.
The initiative demonstrates that board games serve as effective vehicles for instilling values by creating safe, simulated environments for reflection and discussion. By adapting these concepts into both physical and digital formats, the commission has increased the accessibility of its anti-corruption messaging. The findings suggest that these interactive media successfully stimulate interest in complex integrity topics, encourage active participation, and promote a culture of mutual respect and honesty, providing a scalable model for public education and behavioral change.