Vinorian, Muhammad Ersya (2025) Rancang Bangun Aplikasi Web "Node Clash": Permainan Edukatif Penyerangan dan Pertahanan Keamanan Siber. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Insiden serangan siber pada organisasi dan individu semakin meningkat, dengan kerugian finansial dan risiko kebocoran data yang signifikan, seperti kasus UnitedHealthcare Group yang mengalami kerugian hampir $2 miliar akibat serangan ransomware. Di Indonesia, Badan Siber dan Sandi Negara (BSSN) mencatat 1.417 aduan siber pada 2023, menunjukkan urgensi penguatan infrastruktur keamanan siber. Namun, edukasi keamanan siber bagi masyarakat awam masih terbatas, karena metode seperti Capture The Flag (CTF) dinilai terlalu kompleks. Untuk mengatasi hal ini, penelitian ini mengembangkan permainan edukatif berbasis simulasi penyerangan dan pertahanan siber guna meningkatkan pemahaman dan kesadaran keamanan siber. Pengujian permainan dilakukan melalui tiga aspek, yaitu efektivitas pembelajaran, kegunaan, dan dampak. Hasil menunjukkan bahwa permainan dapat meningkatkan nilai dari pre-test ke post-test peserta pada peran attacker (+11,9%) dibanding metode konvensional menggunakan modul (+4,4%). Namun, peran defender mengalami penurunan nilai pada permainan edukatif (-0,6%) yang lebih rendah dibanding metode konvensional (+23%). Evaluasi kegunaan menggunakan System Usability Scale (SUS) menghasilkan skor rata-rata 55,31 (kategori marginal atau batas), mengindikasikan perlunya penyempurnaan antarmuka dan mekanik permainan. Namun, permainan berhasil mendapatkan persepsi positif dari peserta dengan skor rata-rata 4,19 (dari 5), menunjukkan potensinya sebagai media edukasi interaktif. Kesimpulan penelitian ini adalah permainan edukatif dapat menjadi alat pembelajaran keamanan siber yang menarik bagi pengguna awam, meskipun perlu penyederhanaan mekanisme, terutama untuk peran defender, serta peningkatan kegunaan antarmuka. Implementasi elemen pendukung seperti panduan yang lebih jelas dapat meningkatkan efektivitas dan keterlibatan pengguna secara merata.
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Cyberattack incidents targeting organizations and individuals are on the rise, causing significant financial losses and data breach risks, such as the UnitedHealthcare Group case, which suffered nearly $2 billion in losses due to a ransomware attack. In Indonesia, the National Cyber and Crypto Agency (BSSN) recorded 1,417 cyber complaints in 2023, highlighting the urgency of strengthening cybersecurity infrastructure. However, cybersecurity education for the public remains limited, as methods like Capture the Flag (CTF) are often considered too complex. To address this, this study developed an educational game based on cyber-attack and defense simulations aimed at improving cybersecurity understanding and awareness. The game was evaluated through three aspects: learning effectiveness, usability, and impact. Results showed that the game could improve the scores from pre-test to post-test of participants in the attacker role (+11.9%) compared to conventional module-based methods (+4.4%). However, the defender role saw a decrease in scores in the game (-0.6%) versus an increase with conventional methods (+23%). Usability evaluation using the System Usability Scale (SUS) yielded an average score of 55.31 (marginal category), indicating the need for improvements in interface and game mechanics. Nonetheless, the game managed to gain positive perception from participants, with an average score of 4.19 out of 5, demonstrating its potential as an interactive educational tool. The study concludes that educational games can serve as engaging learning tools for cybersecurity among general users, though simplification of game mechanics, particularly for the defender role, and interface usability improvements are necessary. Implementing supporting elements such as clearer guides could enhance effectiveness and user engagement more evenly.
Item Type: | Thesis (Other) |
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Uncontrolled Keywords: | Adversarial Simulation, Cyber Security, Educational Game, Interactive Learning, Keamanan Siber, Pembelajaran Interaktif, Permainan Edukatif, Simulasi Penyerangan |
Subjects: | T Technology > T Technology (General) |
Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis |
Depositing User: | Muhammad Ersya Vinorian |
Date Deposited: | 29 Jul 2025 07:36 |
Last Modified: | 29 Jul 2025 07:36 |
URI: | http://repository.its.ac.id/id/eprint/122808 |
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