Perancangan aplikasi gim edukatif untuk meningkatkan kesadaran anti-bullying pada anak usia sekolah dasar
Penerbit : FSRD - Usakti
Kota Terbit : Jakarta
Tahun Terbit : 2026
Pembimbing 1 : Wegig Murwonugroho
Pembimbing 2 : Leonardus Aryo G W
Subyek : Educational games--Software
Kata Kunci : bullying, interactive educational game, elementary school-aged children, digital media, Design Think
Status Posting : Published
Status : Lengkap
| No. | Nama File | Hal. | Link |
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| 1. | 2026_SK_SDK_091302200029_Halaman-Judul.pdf |
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| 2. | 2026_SK_SDK_091302200029_Surat-Pernyataan-Revisi-Terakhir.pdf | ||
| 3. | 2026_SK_SDK_091302200029_Surat-Hasil-Similaritas.pdf | ||
| 4. | 2026_SK_SDK_091302200029_Halaman-Pernyataan-Persetujuan-Publikasi-Tugas-Akhir-untuk-Kepentingan-Akademis.pdf | ||
| 5. | 2026_SK_SDK_091302200029_Lembar-Pengesahan.pdf | ||
| 6. | 2026_SK_SDK_091302200029_Pernyataan-Orisinalitas.pdf | ||
| 7. | 2026_SK_SDK_091302200029_Formulir-Persetujuan-Publikasi-Karya-Ilmiah.pdf | ||
| 8. | 2026_SK_SDK_091302200029_Bab-1.pdf | ||
| 9. | 2026_SK_SDK_091302200029_Bab-2.pdf |
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| 10. | 2026_SK_SDK_091302200029_Bab-3.pdf |
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| 11. | 2026_SK_SDK_091302200029_Bab-4.pdf |
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| 12. | 2026_SK_SDK_091302200029_Bab-5.pdf |
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| 13. | 2026_SK_SDK_091302200029_Bab-6.pdf | ||
| 14. | 2026_SK_SDK_091302200029_Daftar-Pustaka.pdf | ||
| 15. | 2026_SK_SDK_091302200029_Lampiran.pdf |
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P Perkembangan teknologi digital yang pesat memudahkan anak usia sekolah dasar dalam mengakses berbagai jenis konten, termasuk konten kekerasan. paparan berulang terhadap konten tersebut berpotensi memengaruhi pemahaman dan peniruan perilaku agresif anak. kondisi ini turut berkaitan dengan masih maraknya permasalahan bullying di lingkungan sekolah dasar. di sisi lain, media edukasi anti-bullying yang tersedia masih cenderung bersifat satu arah dan kurang melibatkan interaksi aktif anak. penelitian ini bertujuan untuk merancang aplikasi gim edukatif yang dapat meningkatkan kesadaran anti-bullying pada anak usia 9–12 tahun melalui pengalaman belajar yang interaktif dan sesuai dengan karakteristik perkembangan anak. metode yang digunakan adalah deskriptif kualitatif dengan pendekatan design thinking yang meliputi tahap empathize, define, ideate, prototype, dan testing. pengumpulan data dilakukan melalui studi literatur dan wawancara semi-terstruktur dengan orang tua, guru sekolah dasar, dan psikolog anak. data dianalisis menggunakan analisis isi dengan model analisis data kualitatif miles dan huberman. hasil perancangan berupa aplikasi gim edukatif beragsi (bersama hadapi bullying, tanggapi situasi) yang menyajikan cerita interaktif dengan pilihan tindakan, mini game, serta sistem klasifikasi berdasarkan keputusan pemain. aplikasi ini dirancang sebagai media pembelajaran yang membantu anak mengenali bullying, memahami dampaknya, serta melatih empati dan pengambilan keputusan dalam menghadapi situasi sosial.
T The rapid development of digital technology has made it easier for elementary school-aged children to access various types of content, including violent content. repeated exposure to such content has the potential to influence children\\\'s understanding and imitation of aggressive behavior. this condition is also related to the prevalence of bullying issues in elementary school environments. on the other hand, existing anti-bullying educational media tend to be one-way and provide limited opportunities for active interaction among children. this study aims to design an educational game application that can increase anti-bullying awareness among children aged 9–12 through an interactive learning experience that is appropriate to their developmental characteristics. the method used in this study is descriptive qualitative research with a design thinking approach consisting of the empathize, define, ideate, prototype, and testing stages. data were collected through a literature review and semi-structured interviews with parents, elementary school teachers, and a child psychologist. the data were analyzed using content analysis based on the qualitative data analysis model developed by miles and huberman. the resulting design is beragsi (bersama hadapi bullying, tanggapi situasi), an educational game application that presents interactive stories with action-based choices, mini-games, and a classification system based on players\\\' decisions. the application is designed as a learning medium to help children recognize bullying, understand its impacts, and develop empathy and decision-making skills when facing social situations.