Hafidz Maulana, - (2025) PERANCANGAN GIM “BENCANA: NATURE’S TRIALS” UNTUK MENINGKATKAN LITERASI BENCANA MENGGUNAKAN TEKNOLOGI VIRTUAL REALITY. S1 thesis, Universitas Pendidikan Indonesia.
Abstract
Literasi bencana di kalangan masyarakat Indonesia masih rendah, khususnya pada aspek mitigasi dan kesiapsiagaan. Pemanfaatan gim berbasis teknologi VR untuk literasi bencana menjadi solusi yang ditawarkan karena literasi bencana berbasis gim memberikan peningkatan yang lebih baik dibandingkan metode tradisional. Penelitian ini bertujuan merancang dan mengevaluasi gim VR bertema kebencanaan berjudul “Bencana: Nature’s Trials” sebagai media pembelajaran literasi bencana. Metode perancangan yang digunakan mengikuti kerangka Game Development Life Cycle (GDLC). Materi kebencanaan seperti prosedur tanggap darurat gempa bumi, penggunaan tas siaga, serta keputusan evakuasi diintegrasikan ke dalam mekanik permainan. Kelayakan produk divalidasi oleh dua kelompok ahli yakni pakar media memeriksa aspek teknis dan estetika, sedangkan pakar materi mengonfirmasi akurasi konten literasi bencana. Hasil validasi menempatkan kualitas media dan materi pada kategori “sangat layak” menandakan prototipe siap diterapkan. Uji efektivitas dilakukan kepada 20 mahasiswa dengan desain pre- test/post-test berdasarkan skor in-game. Peningkatan hasil belajar diukur menggunakan nilai N-Gain. Rata-rata N-Gain aspek kognitif sebesar 0.36, afektif sebesar 0.47, psikomotorik sebesar 0.42, dan skor total gabungan sebesar 0.48. Keseluruhan berada pada tafsiran sedang. Temuan ini mengindikasikan gim VR efektif meningkatkan pengetahuan, sikap, dan keterampilan respon gempa hingga 48% dari kondisi awal. Dengan demikian gim VR “Bencana: Nature’s Trials” berpotensi menjadi alternatif media edukasi kebencanaan yang menarik dan aplikatif. Rekomendasi untuk penelitian selanjutnya meliputi penambahan skenario bencana lain, perluasan sampel lintas institusi, serta peningkatan elemen di dalam gim. ---------- Disaster literacy among Indonesian society remains low, particularly in the aspects of mitigation and preparedness. The utilization of VR-based games for disaster literacy is proposed as a solution, as game-based literacy has shown better improvement compared to traditional methods. This study aims to design and evaluate a VR disaster-themed game entitled “Bencana: Nature’s Trials” as a learning medium for disaster literacy. The design method employed follows the Game Development Life Cycle (GDLC) framework. Disaster-related content, such as earthquake emergency response procedures, the use of emergency kits, and evacuation decisions, were integrated into the game mechanics. The product’s feasibility was validated by two groups of experts: media experts, who examined technical and aesthetic aspects, and material experts, who confirmed the accuracy of disaster literacy content. The validation results placed the media and material quality in the “highly feasible” category, indicating that the prototype is ready for implementation. Effectiveness testing was conducted with 20 university students using a pre-test/post-test design based on in-game scores. Learning improvement was measured using the N-Gain score. The average N-Gain for the cognitive aspect was 0.36, affective aspect 0.47, psychomotor aspect 0.42, and combined total score 0.48, all of which fall into the moderate interpretation. These findings indicate that the VR game effectively improved knowledge, attitudes, and earthquake response skills by up to 48% from the initial condition. Thus, the VR game “Bencana: Nature’s Trials” has the potential to become an engagign and practical alternative medium for disaster education. Recommendations for future research include the addition of other disaster scenarios, expanding the sample across institutions, and enchancing in-game elements.
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Item Type: | Thesis (S1) |
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Additional Information: | https://scholar.google.com/citations?user=seLzaScAAAAJ&hl=en ID SINTA Dosen Pembimbing: Dian Anggraini: 6681986 Asyifa Imanda Septiana: 6681802 |
Uncontrolled Keywords: | Literasi Bencana, Virtual Reality, Serious Game, Game Development Life Cycle, Disaster Literacy, Virtual Reality, Serious Game, Game Development Life Cycle. |
Subjects: | L Education > L Education (General) Q Science > QA Mathematics > QA75 Electronic computers. Computer science Q Science > QA Mathematics > QA76 Computer software T Technology > T Technology (General) |
Divisions: | UPI Kampus cibiru > S1 Rekayasa Perangkaat Lunak |
Depositing User: | Hafidz Maulana |
Date Deposited: | 11 Sep 2025 08:34 |
Last Modified: | 11 Sep 2025 08:34 |
URI: | http://repository.upi.edu/id/eprint/137486 |
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