A SERIOUS GAME FOR IMPROVING CRIME SCENE INVESTIGATION SKILL

Based on data collected by the Indonesian National Police, the number of cyber crimes handled by the police has increased by 5.77% every year, but on the other hand, the crime clearence is still far from the standard set by the Chief of National Police Chief 60%. Therefore, capacity building,...

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Main Author: Berliyantho, Victor
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/54520
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:54520
spelling id-itb.:545202021-03-18T11:05:04ZA SERIOUS GAME FOR IMPROVING CRIME SCENE INVESTIGATION SKILL Berliyantho, Victor Indonesia Theses virtual reality, serious games, crime scene investigations. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/54520 Based on data collected by the Indonesian National Police, the number of cyber crimes handled by the police has increased by 5.77% every year, but on the other hand, the crime clearence is still far from the standard set by the Chief of National Police Chief 60%. Therefore, capacity building, especially training of crime scene investigation is needed. Training with the use of technology in this era is very suitable for the Police institution. This study aims to evaluate the use of virtual reality as part of a crime scene simulation at the Indonesia National Police Criminal Investigation Agency's Cyber Directorate. Serious games are developed by balancing elements of entertainment, learning, the ADDIE model and the SOFA model as a basis for game creation. The virtual environment is made in such a way that investigators can feel like in the real world. To evaluate the impact of this study, 35 researchers participated to play a game and fill out a questionnaire and additional data were collected from the researchers' scores. Game testing was carried out on investigators within the Criminal Investigation Department's cyber-directorate through two tests. The investigator's reaction to the game shows that the game is well accepted for the variables tested, namely learning, engagement, immersion, challenge, skill, concentration, goal clarity, feedback, and autonomy with an average value> 4.Average learning outcomes at both tests also increased from 84.29 to 91.23. The value of the N-Gain test was obtained at 0.44 or in the moderate category so that it can be said that the learning crime scene investigation using games is sufficient to increase the effectiveness of learning to investigators. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Based on data collected by the Indonesian National Police, the number of cyber crimes handled by the police has increased by 5.77% every year, but on the other hand, the crime clearence is still far from the standard set by the Chief of National Police Chief 60%. Therefore, capacity building, especially training of crime scene investigation is needed. Training with the use of technology in this era is very suitable for the Police institution. This study aims to evaluate the use of virtual reality as part of a crime scene simulation at the Indonesia National Police Criminal Investigation Agency's Cyber Directorate. Serious games are developed by balancing elements of entertainment, learning, the ADDIE model and the SOFA model as a basis for game creation. The virtual environment is made in such a way that investigators can feel like in the real world. To evaluate the impact of this study, 35 researchers participated to play a game and fill out a questionnaire and additional data were collected from the researchers' scores. Game testing was carried out on investigators within the Criminal Investigation Department's cyber-directorate through two tests. The investigator's reaction to the game shows that the game is well accepted for the variables tested, namely learning, engagement, immersion, challenge, skill, concentration, goal clarity, feedback, and autonomy with an average value> 4.Average learning outcomes at both tests also increased from 84.29 to 91.23. The value of the N-Gain test was obtained at 0.44 or in the moderate category so that it can be said that the learning crime scene investigation using games is sufficient to increase the effectiveness of learning to investigators.
format Theses
author Berliyantho, Victor
spellingShingle Berliyantho, Victor
A SERIOUS GAME FOR IMPROVING CRIME SCENE INVESTIGATION SKILL
author_facet Berliyantho, Victor
author_sort Berliyantho, Victor
title A SERIOUS GAME FOR IMPROVING CRIME SCENE INVESTIGATION SKILL
title_short A SERIOUS GAME FOR IMPROVING CRIME SCENE INVESTIGATION SKILL
title_full A SERIOUS GAME FOR IMPROVING CRIME SCENE INVESTIGATION SKILL
title_fullStr A SERIOUS GAME FOR IMPROVING CRIME SCENE INVESTIGATION SKILL
title_full_unstemmed A SERIOUS GAME FOR IMPROVING CRIME SCENE INVESTIGATION SKILL
title_sort serious game for improving crime scene investigation skill
url https://digilib.itb.ac.id/gdl/view/54520
_version_ 1822929639072333824