Widjajanto, Mumtaaz Aalycia Rizky (2026) Perancangan Action Game Sebagai Media Edukasi Mengenai Bahaya Konsumsi Gula Berlebih Di Usia Remaja. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Indonesia termasuk salah satu negara yang berada di peringkat kelima negara dengan jumlah diabetes terbanyak, hampir 41.000 kasus diabetes dialami oleh para remaja. Ini disebabkan oleh kebiasaan minum minuman manis yang harganya terjangkau serta pola hidup yang buruk, seperti jarang berolahraga. Oleh karena itu, diperlukan media edukasi yang efektif dan menarik untuk meningkatkan kesadaran tentang pola makan sehat pada usia 13-15 tahun. Perancangan game ini menggunakan metode kualitatif yang meliputi studi literatur, studi eksisting, studi target audiens, studi observasi, serta wawancara mendalam (depth interview) dengan guru SMP dan pengembang game. Selain itu, dilakukan pengujian pengguna (user testing) menggunakan kuesioner terhadap pemain yang telah mencoba game tersebut untuk mengetahui tingkat penggunaan dan kenyamanan bermain. Hasil pengujian user test menggunakan metode Normalized Gain terhadap 10 responden menunjukkan hasil rata-rata nilai N-Gain sebesar 0,97, dimana menurut kriteria nilai tersebut termasuk dalam kategori tinggi. Hasil ini membuktikan bahwa game ini memiliki elemen naratif dan mekanik tantangan yang mudah dipahami. Game ini dinilai mampu menyampaikan pesan mengelola kadar gula dalam tubuh dengan efektif dan memberikan pengetahuan akan kadar gula dalam makanan dan minuman manis. ==============================================================================================================================
Indonesia is ranked fifth in the world for diabetes, with nearly 41.000 cases among teenagers. This is due to the habit of consumming affordable sugary drinks and poor lifestyle habits, such as lack of exercise. Therefore effective and engaging edicational media are needed to raise awareness about healthy eating among 13-15 years old. This game was designed using qualitative methods, including literature studies, existing studies, target audience studies, observational studies, and in-depth interview with junior highschool teachers and game developers. Futhermore, user testing using a questionnaire was conducted with players who had tried the game to determine the level of ease of use and comfort. The result of the user test using the Normalized Gain method on 10 respondents showed an avarage N-Gain score of -0,97, which is considered high by criteria. These result demonstrate that the game has easy-to-understand narrative elements and challenging mechanics. The game is considered effective in conveying the message of managing of blood sugar levels and providing knowledge about sugar content in sweet foods and drinks.
| Item Type: | Thesis (Other) |
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| Uncontrolled Keywords: | game edukasi, gula, remaja, action game, diabetes, educational game, sugar, adolescent, action game, diabetes |
| Subjects: | L Education > L Education (General) L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods N Fine Arts > NC Drawing Design Illustration |
| Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis |
| Depositing User: | Mumtaaz Aalycia Rizky Widjajanto |
| Date Deposited: | 04 Aug 2026 07:11 |
| Last Modified: | 04 Aug 2026 07:14 |
| URI: | http://repository.its.ac.id/id/eprint/139170 |
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