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Image of RANCANG BANGUN APLIKASI GAMIFIKASI UNTUK MENDORONG PERILAKU MINIM SAMPAH

SKRIPSI SI

RANCANG BANGUN APLIKASI GAMIFIKASI UNTUK MENDORONG PERILAKU MINIM SAMPAH

ALIAH, DISTI NUR - Personal Name;

ABSTRAK

Pengelolaan sampah yang berkelanjutan merupakan tantangan signifikan di Indonesia, dengan produksi sampah nasional mencapai 33,8 juta ton per tahun, di mana 19,75% di antaranya adalah sampah plastik. Angka ini terus meningkat seiring perubahan pola konsumsi masyarakat yang cenderung memilih produk sekali pakai, diperparah oleh kurangnya kesadaran akan dampak buruk sampah. Sampah plastik, khususnya, menimbulkan ancaman serius karena sifatnya yang sulit terurai, menyebabkan pencemaran lingkungan, terutama kontaminasi ekosistem air. Meskipun terjadi penurunan volume sampah plastik yang masuk ke laut Indonesia, negara ini masih menjadi salah satu penyumbang terbesar. Mengatasi masalah ini memerlukan peningkatan kesadaran dan perubahan perilaku di tingkat masyarakat, terutama dalam mengurangi ketergantungan pada produk sekali pakai. Teknologi digital, khususnya gamifikasi, menawarkan potensi besar sebagai media edukasi interaktif. Penelitian ini mengusulkan pengembangan aplikasi kuis sampah berbasis gamifikasi dengan tantangan harian, dirancang menggunakan metodologi Multimedia Development Life Cycle (MDLC). Aplikasi ini bertujuan untuk meningkatkan kesadaran masyarakat, khususnya generasi muda, tentang pentingnya pengurangan penggunaan barang sekali pakai melalui elemen permainan seperti poin, level, umpan balik, dan reward. Pengujian fungsionalitas aplikasi menggunakan metode black-box testing menunjukkan bahwa seluruh fitur utama berfungsi dengan valid dan sesuai kebutuhan, termasuk tampilan login, home screen, pilihan tingkat kesulitan, soal kuis, penjelasan jawaban, skor hasil, sertifikat, tantangan harian, leaderboard, dan fungsi keluar aplikasi. Data akun dan progres pengguna juga tersimpan dengan baik di database. Aplikasi ini memiliki potensi signifikan dalam meningkatkan pengetahuan pengguna mengenai pentingnya mengurangi penggunaan barang sekali pakai dan menerapkan gaya hidup minim sampah, serta berkontribusi pada inovasi media edukasi digital yang ramah lingkungan.

Kata Kunci: Gamifikasi, Aplikasi Edukasi, Minim Sampah, Sampah Plastik, MDLC.


ABSTRACT

Sustainable waste management poses a significant challenge in Indonesia, with national waste production reaching 33.8 million tons per year, 19.75% of which is plastic waste. This figure continues to rise due to changing consumption patterns, particularly the preference for single-use products, exacerbated by a lack of awareness regarding the detrimental effects of waste. Plastic waste, in particular, presents a serious threat due to its non-biodegradable nature, leading to environmental pollution, especially the contamination of aquatic ecosystems. Despite a reduction in plastic waste entering Indonesian waters, the country remains one of the largest contributors globally. Addressing this issue requires increased public awareness and behavioral change, particularly in reducing reliance on single-use products. Digital technology, especially gamification, offers significant potential as an interactive educational medium. This research proposes the development of a gamified waste kuis application with daily challenges, designed using the Multimedia Development Life Cycle (MDLC) methodology. The application aims to raise public awareness, especially among the younger generation, about the importance of reducing single-use item consumption through game elements such as points, levels, feedback, and rewards. Functional testing of the application using the black-box testing method shows that all main features, including login display, home screen, difficulty level selection, kuis questions, answer explanations, score results, certificates, daily challenges, leaderboard, and exit functions, operate validly and according to requirements. User account data and progress are also stored effectively in the database. This application has significant potential to enhance user knowledge regarding the importance of reducing single-use items and adopting a minimal waste lifestyle, contributing to innovative and environmentally friendly digital educational media.

Keywords: Gamification, Educational Application, Waste Reduction, Plastic Waste, MDLC


Ketersediaan
S250927010607.2 ALI rPerpustakaan STMIK AMIKBANDUNGTersedia
Informasi Detil
Judul Seri
-
No. Panggil
607.2 ALI r
Penerbit
: ., 2025
Deskripsi Fisik
-
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
NONE
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subyek
-
Info Detil Spesifik
-
Pernyataan Tanggungjawab
-
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Tidak tersedia versi lain

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