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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Main Author: Fathunisa, Fidina
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
id id-itb.:66155
spelling id-itb.:661552022-06-27T11:12:10ZPEMBUATAN PROTOTIPE PERMAINAN EDUKATIF BERBASIS DIGITAL MENGENAI MITIGASI BENCANA ALAM DI INDONESIA DALAM BIDANG FARMASI Fathunisa, Fidina Indonesia Final Project disaster mitigation, educational game, application prototype INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/66155 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. 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 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.
format Final Project
author Fathunisa, Fidina
spellingShingle Fathunisa, Fidina
PEMBUATAN PROTOTIPE PERMAINAN EDUKATIF BERBASIS DIGITAL MENGENAI MITIGASI BENCANA ALAM DI INDONESIA DALAM BIDANG FARMASI
author_facet Fathunisa, Fidina
author_sort Fathunisa, Fidina
title PEMBUATAN PROTOTIPE PERMAINAN EDUKATIF BERBASIS DIGITAL MENGENAI MITIGASI BENCANA ALAM DI INDONESIA DALAM BIDANG FARMASI
title_short PEMBUATAN PROTOTIPE PERMAINAN EDUKATIF BERBASIS DIGITAL MENGENAI MITIGASI BENCANA ALAM DI INDONESIA DALAM BIDANG FARMASI
title_full PEMBUATAN PROTOTIPE PERMAINAN EDUKATIF BERBASIS DIGITAL MENGENAI MITIGASI BENCANA ALAM DI INDONESIA DALAM BIDANG FARMASI
title_fullStr PEMBUATAN PROTOTIPE PERMAINAN EDUKATIF BERBASIS DIGITAL MENGENAI MITIGASI BENCANA ALAM DI INDONESIA DALAM BIDANG FARMASI
title_full_unstemmed PEMBUATAN PROTOTIPE PERMAINAN EDUKATIF BERBASIS DIGITAL MENGENAI MITIGASI BENCANA ALAM DI INDONESIA DALAM BIDANG FARMASI
title_sort pembuatan prototipe permainan edukatif berbasis digital mengenai mitigasi bencana alam di indonesia dalam bidang farmasi
url https://digilib.itb.ac.id/gdl/view/66155
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