PEMBUATAN PROTOTIPE PERMAINAN EDUKATIF BERBASIS DIGITAL MENGENAI MITIGASI BENCANA ALAM DI INDONESIA DALAM BIDANG FARMASI
Indonesia is located between two oceans and is prone to natural disasters. As a disaster-prone area, knowledge of disaster mitigation is necessary. However, the literacy source of disaster mitigation is limited which can lead to a high number of fatalities. By utilizing technological developments...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/66155 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Indonesia is located between two oceans and is prone to natural disasters. As a disaster-prone
area, knowledge of disaster mitigation is necessary. However, the literacy source of disaster
mitigation is limited which can lead to a high number of fatalities. By utilizing technological
developments, literacy sources can be made in various ways. As an effort to reduce the impact of
the disaster, this research was conducted to create an alternative source of digital-based literacy
of disaster mitigation by making a prototype of an educational game application. This research
was conducted in six steps including planning, compiling game content, validating game content,
language validation, prototyping, and evaluation. The form of the game is a quiz with an
adventure theme. Questions to be included in the prototype were validated by distributing a
questionnaire to a minimum number of 385 respondents. In this study, the questionnaire was
distributed to 687 and got feedback from 402 respondents. From the questionnaire, 40 questions
out of 130 questions were obtained that have a difficulty level of 30-70% with a discriminatory
index ?0.2 which is then validated for the language aspect. The main application used for
prototyping is Figma. The prototype was then evaluated by distributing a SERVQUAL-based
questionnaire to determine user satisfaction to 115 and got feedback from 81 respondents which
the minimum number is 45. The questionnaire had been tested for its validity and reliability with a
KMO value > 0.5 and Cronbach's alpha value > 0.7. In general, users were satisfied with the
prototype with a Customer Satisfaction Index value of 96.94%. The prototype was also analyzed
with Importance Performance Analysis to determine the improvements that need to be made for a
better prototype. From this analysis, several aspects need to be improved, such as the neatness of
the elements in the prototype, ease of accessing the prototype, making it more enjoyable to use,
and considering user needs.
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