Development Of Children’s Game Feature For Efforts To Improve Service Quality In Mother Ann Child Hospital (Growth Hacking) Using The Design Thinking Method

Aqhbar, Thaufan Rezhqy (2024) Development Of Children’s Game Feature For Efforts To Improve Service Quality In Mother Ann Child Hospital (Growth Hacking) Using The Design Thinking Method. Other thesis, Institut Teknologi Sepuluh Nopember.

[thumbnail of 05211942000004-Undergraduate_Thesis.pdf] Text
05211942000004-Undergraduate_Thesis.pdf - Accepted Version
Restricted to Repository staff only until 1 April 2026.

Download (5MB) | Request a copy

Abstract

The child development index report shows that the health and welfare of Indonesian children is still ranked 117th out of 180 countries observed. This happens due to difficulty of access to qualified children's health facilities. Mother and Child Hospitals (RSKIA) are needed to improve the quality of children's health. One of the things that RSKIA can do to improve service quality is to create digital products such as providing services so that patients who bring their children to the hospital do not feel bored while waiting. Meanwhile, to attract customers' interest in using the system, gamification can be a solution. This final project research will use gamification as a growth hacking medium to attract customers to hospital services. Gamification will be developed using the design thinking method. Design thinking was chosen because this method can provide user needs which will later be formed into games. In developing educational game features, this study uses GAMED framework. So there is a combination of the design thinking method with GAMED framework in creating a growth hacking system. The MVP of the problems at RSKIA is an augmented reality (AR)-educational game in the form of which was developed using the MAKAR application. There are 5 levels in the game and each level has an animated theme as well as quiz related to school subjects such as biology, language and mathematics. After completing the game, patients will get a voucher code that can be exchanged to get a discount for treatment at RSKIA. Voucher code will be sent via WhatsApp bot developed using fonnte. A WhatsApp message will be sent with a unique code for each patient. Feedback from the MVP created was carried out by interviewing sources who had carried out usability testing of the game and voucher codes. Most interviewees agreed that game features and voucher codes could improve the quality of RSKIA services when patients were waiting in line at the hospital.
=============================================================================================================================
Laporan indeks perkembangan anak menunjukkan kesehatan dan kesejahteraan anak Indonesia masih ada di peringkat 117 dari 180 negara yang diteliti. Hal ini terjadi karena sulitnya akses ke fasilitas kesehatan anak yang berkualitas. Rumah Sakit Ibu dan Anak (RSKIA) diperlukan untuk meningkatkan kualitas kesehatan anak. Salah satu hal yang bisa dilakukan oleh RSKIA untuk meningkatkan kualitas layanan adalah dengan membuat produk digital seperti penyediaan layanan agar pasien yang membawa anak ke rumah sakit tidak merasa bosan ketika menunggu. Sementara itu, untuk menarik minat pelanggan dalam penggunaan sistem tersebut, gamifikasi dapat dijadikan solusi. Penelitian tugas akhir ini akan menggunakan gamifikasi sebagai media growth hacking untuk menarik pelanggan terhadap layanan rumah sakit. Gamifikasi akan dikembangkan menggunakan metode design thinking. Design thinking dipilih karena metode ini dapat memberikan gambaran kebutuhan pengguna yang nantinya akan diterjemahkan menjadi game. Dalam pengembangan fitur game edukasi, penelitian menggunakan kerangka kerja GAMED. Sehingga terjadi kombinasi antara metode design thinking dengan kerangka kerja GAMED dalam membuat sistem growth hacking. MVP dari masalah yang ada di RSKIA berupa game edukasi berbentuk augmented reality (AR) yang dikembangkan menggunakan aplikasi MAKAR. Terdapat 5 level pada game dan di setiap level memiliki tema animasi juga pertanyaan quiz terkait pelajaran di sekolah seperti biologi, Bahasa, dan matematika. Setelah menyelesaikan game, pasien akan mendapatkan kode voucher yang bisa ditukarkan untuk mendapatkan potongan harga berobat di RSKIA. Voucher kode akan dikirimkan melalui bot whatsapp yang dikembangkan menggunakan fonnte. Pesan whatsapp akan dikirimkan dengan kode unik untuk setiap pasien. Feedback dari MVP yang dibuat dilakukan dengan mewawancarai narasumber yang telah melakukan usability testing game dan kode voucher. Sebagian besar narasumber setuju bahwa fitur game dan kode voucher dapat meningkatkan kualitas layanan RSKIA ketika pasien sedang menunggu antrian di rumah sakit.

Item Type: Thesis (Other)
Uncontrolled Keywords: RSKIA, peningkatan layanan, Gamifikasi, Growth Hacking, Design Thinking, game edukasi, GAMED, MAKAR, AR, kode voucher, whatsapp
Subjects: T Technology > T Technology (General)
T Technology > T Technology (General) > T385 Visualization--Technique
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Information System > 57201-(S1) Undergraduate Thesis
Depositing User: Thaufan Rezhqy Aqhbar
Date Deposited: 15 Feb 2024 03:44
Last Modified: 15 Feb 2024 03:44
URI: http://repository.its.ac.id/id/eprint/107105

Actions (login required)

View Item View Item