Mas Nur Mukmin, Eko Ganis Sukoharsono, Mohamad Khoiru Rusydi, Yeney Widya Prihatiningtias, Asep Bayu Dani Nandiyanto
This study aimed to examine the techno-economic feasibility of producing educational board games using agro-industrial waste, integrating science and technology to support the Sustainable Development Goals (SDGs). A feasibility analysis was conducted over a projected period using parameters such as net present value, profitability, return on investment, and payback time. The project was simulated under contextual economic assumptions relevant to Central Java, Indonesia. The results indicated the project is feasible both financially and technically. This is because the production process utilizes efficient waste management, integrates scientific processing methods, and employs technology-based equipment aligned with environmental and educational objectives. The project contributes to quality education and industrial innovation by transforming sugarcane bagasse into an interactive learning tool that enhances accounting literacy. The impact highlights how science, technology, and sustainability can be integrated to foster educational innovation while promoting environmental responsibility, aligning with SDG 4 and SDG 9. © School of Engineering, Taylor’s University.
Universitas Brawijaya, Malang, Indonesia; Universitas Djuanda, Bogor, Indonesia; Universitas Pendidikan Indonesia, Bandung, Indonesia