Fauzan, Rafi Achmad (2026) Perancangan Game Digital Storytelling Sebagai Sarana Edukasi Kuliner Untuk Pilihan Hidup Sehat Remaja. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Perkembangan modernisasi telah mengubah lanskap gaya hidup remaja masa kini, yang ditandai dengan munculnya berbagai jenis makanan instan dan cepat saji. Fenomena ini menyebabkan Generasi Z rentan terhadap pola makan tidak sehat, di mana sebuah data menunjukkan hanya 1,5% remaja Indonesia yang memenuhi asupan konsumsi buah dan sayur sesuai rekomendasi. Selain itu, paparan tren masa kini turut memicu kecemasan dalam memilih menu (menu anxiety), yang berujung pada menurunnya minat terhadap kuliner tradisional nusantara. Hal ini sangat disayangkan karena kuliner tradisional Indonesia sejatinya memiliki kandungan gizi yang seimbang, berbahan alami, dan berpotensi besar menjadi alternatif pola hidup sehat dibandingkan makanan cepat saji yang sering kali dianggap lebih modern dan menarik. Untuk merespons permasalahan tersebut, penelitian ini merumuskan solusi melalui perancangan game digital storytelling sebagai sarana edukasi interaktif. Proses perancangan dilakukan menggunakan metode riset yang komprehensif, meliputi pengumpulan data target audiens melalui kuesioner, wawancara mendalam dengan narasumber ahli, perumusan Game Design Document melalui tahap studi Eksplorasi Trasisi, hingga penyusunan purwarupa. Konsep utama perancangan ini mengusung genre simulasi edukasi 2D side-scroller dengan gaya visual ilustrasi hand- Painting yang menerapkan sistem manajemen sumber daya, di mana pesan edukasi gizi disampaikan secara implisit agar audiens tidak merasa digurui. Hasil evaluasi membuktikan bahwa game ini efektif meningkatkan pemahaman pola hidup sehat, ditandai dengan skor N-Gain 0,41 (kategori sedang) dan respons positif pengguna sebesar 4,34. Mekanika permainan dinilai berhasil menyimulasikan konsekuensi gaya hidup di dunia nyata. Untuk pengembangan selanjutnya, direkomendasikan perluasan variasi kuliner, penambahan mini game, implementasi efek kesehatan jangka panjang, penguatan narasi melalui sistem misi terstruktur (sub-quest), serta pengujian pada skala responden yang lebih luas.
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The rise of modernization has altered the lifestyle landscape of today's youth, marked by the emergence of various types of instant and fast foods. This phenomenon renders Generation Z vulnerable to unhealthy dietary patterns, with data indicating that only 1.5% of Indonesian adolescents meet the recommended intake of fruits and vegetables. Furthermore, exposure to current trends triggers menu anxiety, which leads to a declining interest in traditional Indonesian cuisine. This is highly unfortunate, as traditional Indonesian culinary actually offers balanced nutritional content and natural ingredients, holding great potential as a healthy lifestyle alternative to fast food, which is frequently perceived as more modern and appealing. To address these issues, this research formulates a solution through the design of a digital storytelling game as an interactive educational medium. The design process utilized a comprehensive research methodology, encompassing target audience data collection via questionnaires, in-depth interviews with expert informants, the formulation of a Game Design Document through an experimental study phase, and prototyping. The primary concept of this design adopts a 2D side-scroller educational simulation genre featuring a hand- Painting visual illustration style and a resource management system. Nutrition education messages are delivered stealth learning to ensure the audience does not feel patronized or lectured. Evaluation results prove the game is effective in improving the understanding of a healthy lifestyle, indicated by an N-Gain score of 0.41 (moderate category) and a positive user response score of 4.34. The game mechanics successfully simulate the consequences of real-life lifestyle choices. For future development, this study recommends expanding culinary varieties, adding mini-games, incorporating long-term health effects, strengthening the narrative through a structured quest system, and conducting broader scale testing.
| Item Type: | Thesis (Other) |
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| Uncontrolled Keywords: | kuliner tradisional, pola hidup sehat, Generasi Z, edukasi gizi, game digital, serious game, traditional cuisine, healthy lifestyle, nutrition education, digital game, serious game, teenagers |
| Subjects: | G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.2 Computer games L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods N Fine Arts > NC Drawing Design Illustration N Fine Arts > NK Decorative arts Applied arts Decoration and ornament > NK1535.B3 Design |
| Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis |
| Depositing User: | Rafi Achmad Fauzan |
| Date Deposited: | 28 Jul 2026 01:03 |
| Last Modified: | 28 Jul 2026 01:03 |
| URI: | http://repository.its.ac.id/id/eprint/137945 |
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