Gamifikasi Edukasi dan Perlindungan Konsumen Otoritas Jasa Keuangan sebagai System Analyst dan Business Analyst

Ningrum, Indhira Ayu Puspita and Vinurdi, Amin (2026) Gamifikasi Edukasi dan Perlindungan Konsumen Otoritas Jasa Keuangan sebagai System Analyst dan Business Analyst. Project Report. [s.n.], [s.l.]. (Unpublished)

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Abstract

Perkembangan layanan keuangan digital yang semakin pesat menuntut peningkatan literasi keuangan masyarakat agar mampu memahami manfaat, risiko, serta hak dan kewajiban dalam menggunakan produk dan layanan keuangan. Untuk mendukung upaya tersebut, Otoritas Jasa Keuangan (OJK) menginisiasi pengembangan aplikasi Gamifikasi Edukasi dan Perlindungan Konsumen sebagai media pembelajaran yang lebih interaktif, terstruktur, dan terukur melalui penerapan konsep gamifikasi. Dalam proyek ini, penulis berperan sebagai System Analyst dan Business Analyst yang bertanggung jawab melakukan analisis kebutuhan sistem, perancangan proses bisnis, perancangan basis data, penyusunan diagram sistem, serta pendokumentasian kebutuhan yang menjadi dasar pengembangan aplikasi. Sistem dikembangkan menggunakan Laravel, Next.js, PostgreSQL, Redis, serta berbagai tools pendukung seperti Docker, GitHub Actions, PHPUnit, dan SonarQube. Fitur utama yang dikembangkan meliputi learning path, modul pembelajaran, quiz interaktif, sistem poin, badge, level, progress tracking, dan dashboard analitik. Hasil pengujian menunjukkan bahwa sistem berhasil memenuhi kebutuhan fungsional dan non-fungsional yang telah ditetapkan, dengan tingkat keberhasilan User Acceptance Testing (UAT) sebesar 100% pada 33 skenario pengujian serta keberhasilan 88 dari 88 test case pada pengujian PHPUnit. Selain itu, pengujian performa menunjukkan sistem mampu melayani 10 pengguna secara bersamaan dengan tingkat keberhasilan 100% dan waktu respons yang berada di bawah target yang ditetapkan. Dengan demikian, aplikasi Gamifikasi Edukasi dan Perlindungan Konsumen dapat menjadi media edukasi yang lebih menarik, terukur, dan efektif dalam mendukung program literasi keuangan serta perlindungan konsumen OJK.
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The rapid growth of digital financial services has increased the need to enhance public financial literacy so that individuals can better understand the benefits, risks, rights, and responsibilities associated with financial products and services. To support this initiative, the Financial Services Authority (OJK) developed the Gamification for Consumer Education and Protection application as an interactive, structured, and measurable learning platform by implementing gamification concepts. In this project, the author served as a System Analyst and Business Analyst, responsible for conducting system requirements analysis, business process analysis, database design, system modeling, and documentation of functional and non-functional requirements as the foundation for application development. The system was developed using Laravel, Next.js, PostgreSQL, Redis, and supporting tools such as Docker, GitHub Actions, PHPUnit, and SonarQube. The main features include learning paths, learning modules, interactive quizzes, a points system, badges, levels, progress tracking, and an analytics dashboard. The testing results indicate that the system successfully fulfilled both functional and non-functional requirements, achieving a 100% success rate in User Acceptance Testing (UAT) across 33 test scenarios and passing all 88 PHPUnit test cases. Furthermore, performance testing demonstrated that the system could simultaneously serve 10 concurrent users with a 100% success rate while maintaining response times below the predefined target threshold. Therefore, the Gamification for Consumer Education and Protection application serves as an engaging, measurable, and effective educational platform to support OJK's financial literacy and consumer protection programs.

Item Type: Monograph (Project Report)
Uncontrolled Keywords: Gamifikasi, Literasi Keuangan, Otoritas Jasa Keuangan, Learning Path, Dashboard Analitik, Gamification, Financial Literacy,Analytics Dashboard.
Subjects: L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
T Technology > T Technology (General)
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis
Depositing User: Indhira Ayu Puspita Ningrum
Date Deposited: 29 Jun 2026 01:01
Last Modified: 29 Jun 2026 01:01
URI: http://repository.its.ac.id/id/eprint/134109

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