Perancangan Permainan Pengenalan Mata Kuliah di DKV ITS Melalui Simulasi Kehidupan Mahasiswa

Abidin, Zaidan Ra'uf (2024) Perancangan Permainan Pengenalan Mata Kuliah di DKV ITS Melalui Simulasi Kehidupan Mahasiswa. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Banyak calon mahasiswa, khususnya siswa SMA di Indonesia, masih kebingungan dalam memilih jurusan kuliah yang tepat untuk masa depan mereka. Menurut Youthmanual, sekitar 92% siswa SMA mengaku merasa bingung dalam menentukan jurusan yang sesuai dengan minat dan bakat mereka. Dalam konteks ini, game dapat dijadikan media yang efektif untuk membantu siswa merasakan kehidupan mahasiswa di dunia simulasi. Dengan memberikan pengalaman interaktif yang mendalam, game ini dirancang untuk menciptakan pemahaman yang lebih baik tentang kehidupan kampus. Pengembangan game ini menggunakan data kualitatif dan kuantitatif. Metode kualitatif dilakukan melalui studi literatur, wawancara mendalam dengan stakeholder dan ahli, serta penerapan MDA Framework untuk menentukan inti dari game. Sementara itu, metode kuantitatif dilakukan dengan menyebarkan kuesioner melalui formulir dan melakukan pengujian pengguna. Hasil pengembangan menunjukkan bahwa game ini mampu memberikan informasi secara simulasi. Pemain dapat merasakan dan mengetahui pengalaman menjadi mahasiswa DKV melalui pengujian pengguna. Perancangan ini terfokus pada visualisasi dan rancangan game, namun dalam mekanik permainannya masih terdapat keterbatasan dalam penyajian konten karena sumber daya dan waktu yang dibutuhkan untuk pemrograman game ini.
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Many prospective students, especially high school students in Indonesia, are still confused about choosing the right major for their future. According to Youthmanual, around 92% of high school students admit to feeling uncertain in determining a major that aligns with their interests and talents. In this context, games can serve as an effective medium to help students experience student life in a simulated environment. By providing an immersive interactive experience, this game is designed to help students gain a better understanding of campus life and the various academic paths available to them. The development of this game utilizes both qualitative and quantitative data. The qualitative method is conducted through literature studies, in-depth interviews with stakeholders and experts, as well as the application of the MDA Framework to determine the core of the game. Meanwhile, the quantitative method is carried out by distributing questionnaires through forms and conducting user testing. The development results show that this game is capable of providing information through simulation. Players can experience and understand what it is like to be a DKV student through user testing. This design focuses on visualization and game layout; however, there are still limitations in the gameplay mechanics regarding content presentation due to the resources and time required for programming this game.

Item Type: Thesis (Other)
Uncontrolled Keywords: Permainan Video, Desain Komunikasi Visual, Media Informasi, Gamifikasi Video Game, Visual Communication Design, Information Medium, Gamification
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.2 Computer games
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis
Depositing User: Zaidan Ra'uf Abidin
Date Deposited: 05 Feb 2025 12:38
Last Modified: 05 Feb 2025 12:42
URI: http://repository.its.ac.id/id/eprint/117564

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