RANCANG BANGUN APLIKASI SELF IMPROVEMENT “PSYTEEN” SEBAGAI MEDIA EDUKASI BAGI REMAJA

Azkia Fathiyannisa, - (2023) RANCANG BANGUN APLIKASI SELF IMPROVEMENT “PSYTEEN” SEBAGAI MEDIA EDUKASI BAGI REMAJA. S1 thesis, Universitas Pendidikan Indonesia.

Abstract

Penelitian ini dilatar belakangi oleh banyaknya remaja yang cenderung mengalami krisis identitas, gangguan kesehatan mental, dan masalah penyesuaian diri yang seringkali mengakibatkan depresi. Hal ini disebabkan oleh banyaknya tuntutan yang dialami dan kekhawatiran akan masa depan. Karena itulah, edukasi kesehatan mental dan self improvement penting bagi remaja untuk menyokong masa pertumbuhan dan masa transisi dari fase remaja ke dewasa agar tidak hanya berfokus pada kekurangan yang dimilikinya saja. Penelitian ini bertujuan utnuk mengetahui bagaimana proses rancangan aplikasi hingga hasil uji kelayakan aplikasi Psyteen. Aplikasi ini dibuat sebagai media edukasi dan upaya untuk memperkenalkan informasi mengenai self improvement serta masalah yang sering dihadapi oleh remaja melalui media yang lebih dekat dan mudah diakses. Metode yang digunakan adalah Multimedia Development Life Cylce (MDLC) yang terdiri dari 6 tahapan pengembangan yaitu konsep, perancangan, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Proses pembuatan aplikasi menggunakan software Construct 2, Figma, dan Adobe Photoshop. Instrumen yang digunakan adalah lembar angket validasi media yang diberikan kepada seorang ahli media dan respon remaja dengan rentang usia 18 tahun hingga 21 tahun sebanyak 40 orang dengan menggunakan perhitungan Likert. Berdasarkan hasil penelitian, hasil validasi ahli media mendapat persentase 96.6% dan hasil uji respon pada remaja rata-rata mendapat persentase sebanyak 88.7%, yang mengartikan bahwa aplikasi Psyteen “Sangat Layak” digunakan dan disebarluaskan sebagai media edukasi bagi remaja. ----- This research is motivated by the large number of adolescents who tend to experience identity crises, mental health disorders, and self-adjustment problems that often result in depression. This is due to the large number of demands experienced and concerns for the future. For this reason, mental health education and self-improvement are important for adolescents to support their growth and transition period from adolescence to adulthood so as not to focus only on their shortcomings. This study aims to find out how the application design process is to the results of the Psyteen application feasibility test. This application was created as an educational medium and an effort to introduce information about self-improvement and problems often faced by teenagers through closer and more accessible media. The method used is Multimedia Development Life Cylce (MDLC) which consists of 6 stages of development, namely concept, design, material collection, manufacture, testing, and distribution. The application creation process uses Construct 2, Figma, and Adobe Photoshop software. The instrument used is a media validation questionnaire sheet given to a media expert and the response of adolescents with an age range of 18 years to 21 years as many as 40 people using Likert calculations. Based on the results of the study, the validation results of media experts got a percentage of 96.6% and the results of response tests in adolescents on average got a percentage of 88.7%, which means that the Psyteen application "Very Feasible" is used and disseminated as an educational medium for adolescents.

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Official URL: http://repository.upi.edu/
Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?view_op=new_profile&hl=id
Uncontrolled Keywords: Self Improvement, Remaja, Media Edukasi
Subjects: L Education > L Education (General)
Q Science > QA Mathematics > QA76 Computer software
T Technology > T Technology (General)
Divisions: UPI Kampus cibiru > S1 Pendidikan Multimedia
Depositing User: Azkia Fathiyannisa
Date Deposited: 16 Feb 2023 02:25
Last Modified: 22 Feb 2023 03:33
URI: http://repository.upi.edu/id/eprint/87768

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