Pengembangan Produk Art Toy Satire Berbasis Phygital Experience Sebagai Media Edukasi Antikorupsi Bagi Mahasiswa

Widyadi, Alvaroisi (2026) Pengembangan Produk Art Toy Satire Berbasis Phygital Experience Sebagai Media Edukasi Antikorupsi Bagi Mahasiswa. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Mengingat 81,4% Generasi Z menganggap edukasi antikorupsi konvensional membosankan, penelitian ini merancang KORRUNESIA, sebuah media art toy satire phygital yang mengintegrasikan teknologi NFC, mekanisme blind box, dan pendekatan zoomorphism (tikus koruptor vs hewan integritas) untuk menciptakan "jarak aman" dalam menyampaikan kritik sosial. Di tengah eskalasi kerugian negara yang mencapai Rp279,9 triliun pada tahun 2024, desain ini memvisualisasikan oposisi visual yang tajam namun tetap aman secara psikologis, memungkinkan penyampaian pesan tanpa memicu sikap defensif. Lebih dari sekadar pajangan, KORRUNESIA dilengkapi chip NFC yang menghubungkan objek fisik dengan aplikasi mobile. Mekanisme blind box dengan rasio kelangkaan terukur memicu dopamin dan collecting psychology, sementara fitur phygital ini mengaktifkan peran rahasia dalam social deduction game. Melalui mekanisme permainan interaktif berbasis studi kasus korupsi nyata, pemain diajak berdiskusi, melakukan voting anonim, dan mengeliminasi pemain dalam sesi singkat 10 hingga 15 menit. Penelitian ini membuktikan temuan signifikan: integrasi gamifikasi dan spaced learning berhasil mendobrak stigma edukasi kaku dengan mengubah materi normatif menjadi pengalaman bermain yang imersif dan memicu keterlibatan emosional yang tinggi. Pengulangan stimulus dalam jeda terstruktur terbukti memicu Long-Term Potentiation (LTP) yang memperkuat memori jangka panjang. Hasil pengujian menunjukkan 88% pemain berhasil menangkap pesan kritik sosial tanpa merasa digurui. Pada akhirnya, KORRUNESIA terbukti mampu meningkatkan retensi pesan antikorupsi pada mahasiswa secara berkelanjutan, membuktikan bahwa edukasi integritas tidak harus membosankan untuk dapat berdampak nyata dan relevan bagi digital natives.
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Since 81.4 percent of Generation Z finds traditional anti-corruption education boring, this study created KORRUNESIA. It is a phygital satirical art toy combining NFC technology, blind box mechanics, and zoomorphism (corrupt rats versus integrity animals) to create a safe space for social critique. With state losses reaching 279.9 trillion rupiah in 2024, this design uses sharp but psychologically safe visual contrasts to deliver its message without making people defensive. More than just a display item, KORRUNESIA has an NFC chip linking the physical toy to a mobile app. The blind box system uses specific rarity rates to trigger dopamine and collecting urges. The phygital feature also unlocks secret roles in a social deduction game. Using interactive gameplay based on real corruption cases, players discuss, vote anonymously, and eliminate others in short 10 to 15 minute sessions. This research shows significant results. Combining gamification and spaced learning breaks the stigma of rigid education by turning standard lessons into an immersive game with high emotional engagement. Repeating stimuli during structured breaks triggers Long-Term Potentiation to strengthen long-term memory. Testing showed that 88 percent of players understood the social critique without feeling lectured. Ultimately, KORRUNESIA successfully improves long-term anti-corruption message retention among students. It proves that integrity education does not have to be boring to be impactful and relevant for digital natives.

Item Type: Thesis (Other)
Uncontrolled Keywords: Art Toy, Blind box, Antikorupsi, Phygital, Satire, Desain Karakter, Gen-Z, Art Toy, Blind box, Anti-corruption, Phygital, Satire, Character Design, GenZ.
Subjects: H Social Sciences > HM Sociology > HM24 Social prediction.
J Political Science > JA Political science (General)
L Education > L Education (General)
N Fine Arts > NB Sculpture
N Fine Arts > NC Drawing Design Illustration
N Fine Arts > NK Decorative arts Applied arts Decoration and ornament > NK1505 Design--Philosophy
N Fine Arts > NK Decorative arts Applied arts Decoration and ornament > NK3600 Other arts and art industries
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Product Design > 90231-(S1) Undergraduate Thesis
Depositing User: Alvaroisi Widyadi
Date Deposited: 29 Jul 2026 08:35
Last Modified: 29 Jul 2026 08:35
URI: http://repository.its.ac.id/id/eprint/139742

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