Gustinova, Victor (2025) Pengembangan Permainan Edukasi Ancaman dan Pertahanan Malware: Desain dan Implementasi. Other thesis, Institut Teknologi Sepuluh Nopembet.
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Abstract
Ancaman malware terus meningkat secara global, termasuk di Indonesia. Pada tahun 2023, Badan Siber dan Sandi Negara (BSSN) mencatat sebanyak 1.011.209 aktivitas ransomware, menunjukkan tingginya risiko yang dihadapi dunia digital. Sebagai respons terhadap situasi ini, dikembangkan sebuah permainan edukasi berbasis turn-based RPG menggunakan Unity. Permainan ini mengusung mekanisme inti berupa pertempuran berbasis giliran, di mana pemain menggunakan karakter dengan kemampuan unik untuk melawan malware yang memiliki kekuatan dan kelemahan tertentu. Pengujian dilakukan untuk mengevaluasi aspek peningkatan pengetahuan dan pengalaman belajar, dengan metode perbandingan terhadap kelompok kontrol yang mempelajari materi melalui modul tertulis. Hasil pengujian menunjukkan bahwa permainan edukasi ini mampu berfungsi sebagai media pembelajaran alternatif yang efektif, terutama dalam meningkatkan keterlibatan dan motivasi belajar peserta. Dari sisi peningkatan pengetahuan, permainan mencatat rata-rata kenaikan skor sebesar 13,1%, dengan 69,2% peserta mengalami peningkatan, meskipun masih berada di bawah hasil metode modul tertulis yang mencatat peningkatan rata-rata sebesar 29,5%. Sementara itu, dari segi pengalaman belajar, permainan menunjukkan hasil yang positif dengan skor rata-rata 21,8 dari 25 poin, mengungguli metode modul dalam aspek keterlibatan, kesenangan, dan interaktivitas.
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The threat of malware continues to grow globally, including in Indonesia. In 2023, the Indonesian National Cyber and Crypto Agency (BSSN) recorded 1,011,209 ransomware activities, highlighting the significant risks faced in the digital world. In response to this situation, an educational game based on a turn-based RPG mechanism was developed using Unity. The core gameplay involves turn-based battles where players utilize characters with unique abilities to combat malware, each with specific strengths and weaknesses. Testing was conducted to evaluate both knowledge improvement and learning experience, using a control group that studied the same material through written modules. The results showed that the educational game functioned effectively as an alternative learning medium, particularly in enhancing engagement and motivation during the learning process. In terms of knowledge improvement, the game achieved an average score increase of 13.1%, with 69.2% of participants showing progress. However, this result was still lower than the module-based method, which recorded an average increase of 29.5%. Regarding learning experience, the game showed positive outcomes with an average score of 21.8 out of 25 points, outperforming the module method in aspects such as engagement, enjoyment, and interactivity.
Item Type: | Thesis (Other) |
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Uncontrolled Keywords: | Cybersecurity, Education Game, Malware , Turn-Based RPG, Unity,Keamanan Siber, Malware, Permainan Edukasi, Turn-Based RPG, Unity |
Subjects: | T Technology > T Technology (General) |
Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis |
Depositing User: | Victor Gustinova |
Date Deposited: | 31 Jul 2025 04:15 |
Last Modified: | 31 Jul 2025 04:15 |
URI: | http://repository.its.ac.id/id/eprint/124604 |
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