Cyber-Newb: Desain dan Implementasi Gim Edukasi Simulasi Serangan Keamanan Siber

Muzhaffar, Ahdan Amanullah Irfan (2023) Cyber-Newb: Desain dan Implementasi Gim Edukasi Simulasi Serangan Keamanan Siber. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Serangan siber adalah suatu metode/cara dalam memanfaatkan celah teknologi baik itu dari kelalaian manusia atau kelemahan sistem teknologi untuk merusak atau mengambil resource dari suatu sistem informasi atau informasi itu sendiri. Indonesia adalah 10 negara terbesar yang terkena infeksi malware berjenis ransomware pada tahun 2017. Pengetahuan tentang cyber-security sangat penting dan diperlukan untuk para pengguna/end-user. Keamanan siber mencakup langkah-langkah praktis untuk melindungi informasi, jaringan dan data terhadap ancaman internal atau eksternal. Oleh karena itu, pada penelitian ini akan dilakukan pembuatan gim edukasi simulasi security-attack agar dapat meningkatkan awareness pada pentingnya keamanan siber pada penggunaan teknologi. Game yang dirancang akan didesain pada game engine Unity dengan gaya 3 dimensi, viewpoint isometric dan dengan sudut pandang third person view. Game yang dibuat dengan genre/tema narrative driven dan puzzle. Gim yang dikembangkan akan dinilai berdasarkan evaluasi ketergunaan, pengalaman bermain, dan dampak terhadap awareness tentang isu cyber-attack. Berdasarkan hasil ujicoba dari pengembangan gim edukasi yang telah dibuat, didapatkan hasil evaluasi ketergunaan menggunakan skor SUS dengan rata-rata 71,07 persen dan evaluasi keseluruhan dampak awareness terhadap isu cyber-attack sebesar 86,67 persen.
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Cyber attack is a method of exploiting technology gaps, whether it's from human negligence or technological system weaknesses to damage or take resources from an information system or the information itself. Indonesia is one of the top 10 countries affected by ransomware in 2017¹. Cybersecurity knowledge is very important and necessary for users/end-users. Cybersecurity includes practical steps to protect information, networks, and data against internal or external threats. Therefore, in this research, an educational simulation security-attack game will be created to increase awareness of the importance of cybersecurity in the use of technology. The game will be designed on the Unity game engine with 3D style, isometric viewpoint and third-person view angle. The game created with narrative-driven and puzzle genre/theme. The developed game will be evaluated based on usability evaluation, playing experience, and impact on awareness of cyber-attack issues. Based on the results of testing the educational game that has been made, the usability evaluation results using SUS scores an average of 71.07 percent and overall evaluation of awareness impact on cyber-attack issues is 86.67 percent.

Item Type: Thesis (Other)
Uncontrolled Keywords: Serangan Siber, Game Edukasi, Keamanan Siber, Cyber-attack, Education game, Cyber-security
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.2 Computer games
L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
Q Science > QA Mathematics > QA76.9.A25 Computer security. Digital forensic. Data encryption (Computer science)
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis
Depositing User: Ahdan Amanullah Irfan Muzhaffar
Date Deposited: 16 Aug 2023 00:51
Last Modified: 16 Aug 2023 00:51
URI: http://repository.its.ac.id/id/eprint/103482

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