This study aims to develop a computer game with the role-playing game genre to increase students' social awareness in social-emotional learning. Technological developments will affect students' non-cognitive needs, especially at the junior secondary level. One of the non-cognitive needs needed is social-emotional learning, which is related to how students can survive and appropriately deal with life. However, in reality, there are still many students who still need to learn about social-emotional learning. Five aspects of social-emotional learning need to be studied. One aspect that students need to understand is social awareness. By having social awareness, students can control themselves regarding various things that happen to them. The researcher developed a board game called "Mining the Gold" to improve this ability. This game aims to train students to control themselves when collecting points to win with various events. This study uses the Research and Development (RnD) method. This research results in producing a product as a board game. Researchers hope that from this board game, students in junior high school can develop their social awareness skills and form socialemotional learning.