RANCANG BANGUN GAME EDUKASI WOLBAS SEBAGAI UPAYA PENCEGAHAN PENYAKIT DEMAM BERDARAH OLEH NYAMUK WOLBACHIA

Riki Ramadhan, - (2024) RANCANG BANGUN GAME EDUKASI WOLBAS SEBAGAI UPAYA PENCEGAHAN PENYAKIT DEMAM BERDARAH OLEH NYAMUK WOLBACHIA. S1 thesis, Universitas Pendidikan Indonesia.

Abstract

Kurang optimalnya penelitian nyamuk Wolbachia di Bandung dipengaruhi oleh disinformasi masyarakat. Untuk mengatasi masalah ini, penulis berinisiatif merancang game edukasi “Wolbas” berbasis Android. Dengan menggunakan metode Game Development Life Cycle dan Software Unity, game ini bertujuan untuk membantu masyarakat memahami pentingnya kebersihan lingkungan sebagai upaya pencegahan penyakit demam berdarah yang disebabkan oleh nyamuk Wolbachia. Teknik analisis data yang penulis gunakan adalah Skala Likert untuk melihat kelayakan dan kualitas dari produk yang dibangun. Penilaian hasil uji ahli media menghasilkan rata-rata nilai 88,25%, uji ahli desain memperoleh rata-rata nilai 100%, dan uji ahli materi mencapai rata-rata nilai 88,2%. Pengujian beta yang dilakukan pada remaja menghasilkan rata-rata nilai 92%. Dengan hasil tersebut, dapat disimpulkan bahwa game edukasi “Wolbas” ini *sangat layak* untuk digunakan sebagai media pembelajaran mengenai pencegahan penyakit demam berdarah oleh nyamuk Wolbachia. Penulis berhasil mengembangkan game edukasi “Wolbas” untuk pencegahan demam berdarah oleh nyamuk Wolbachia berbasis Android menggunakan metode Game Development Life Cycle (GDLC) yang mana metode ini merupakan pedoman untuk mengatur proses pengembangan game. Metode ini memiliki 6 tahapan utama yang saling terkait dan terstruktur, meliputi tahapan initiation, pre-production, production, testing, beta testing, dan release. Proses ini memastikan game “Wolbas” efektif sebagai media pembelajaran tentang nyamuk Wolbachia dan pencegahan penyakit, serta layak digunakan oleh khalayak umum. ------------- The non-optimality of Wolbachia mosquito research in Bandung was influenced by community disinformation. Using the Game Development Life Cycle method and Unity Software, this game aims to help people understand the importance of environmental hygiene to prevent dengue fever caused by the Wolbachia mosquito. The data analysis technique that the author uses is a Likert Scale to see the feasibility and quality of the product built. The assessment of the media expert test results resulted in an average score of 88.25%, the design expert test obtained an average score of 100%, and the material expert test reached an average score of 88.2%. Beta testing conducted on adolescents resulted in an average score of 92%. With these results, it can be concluded that the “Wolbas” educational game is *very feasible* to be used as a learning media to prevent dengue fever by Wolbachia mosquitoes.The author successfully developed the “Wolbas” educational game for the prevention of dengue fever by Wolbachia mosquitoes based on Android using the Game Development Life Cycle (GDLC) method, which is a guideline for organizing the game development process. This method has 6 main stages that are interrelated and structured, including initiation, pre-production, production, testing, beta testing, and release. This process ensured that the “Wolbas” game was effective as a medium for learning about Wolbachia mosquitoes and disease prevention, and was suitable for use by the general public.

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Official URL: https://repository.upi.edu/
Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=list_works&hl=id&authuser=1&user=y1_gFvYAAAAJ ID Sinta Pembimbing: Ayung Candra Padmasari
Uncontrolled Keywords: Game Edukasi, Wolbas, Nyamuk Wolbachia, Educational Games, Wolbas, Wolbachia Mosquito, GDLC.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
T Technology > T Technology (General)
Divisions: UPI Kampus cibiru > S1 Pendidikan Multimedia
Depositing User: Riki Ramadhan
Date Deposited: 10 Sep 2024 06:41
Last Modified: 10 Sep 2024 06:41
URI: http://repository.upi.edu/id/eprint/122629

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