Fadhilah, Muhammad Farhan and Fitriani, Yessy and Dahroni, Andi (2024) APLIKASI GAME EDUKASI GIZI UNTUK ANAK-ANAK USIA 5-10 TAHUN MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE. Diploma thesis, ITPLN.
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201831160_MUHAMMADFARHANFADHILAH_REVISI_SKRIP_MUHAMMAD FARHAN FADH.pdf
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Abstract
Kondisi saat ini anak-anak usia 5-10 tahun di Indonesia sedang kekurangan edukasi mengenai gizi, ditambah perkembangan zaman gawai memasuki dunia anak-anak yang dimana sudah terbiasa menggunakan smartphone. Anak-anak tentunya harus beradaptasi menyesuaikan dengan kebutuhan edukasi pembelajaran dan dapat memilih mana makanan yang sehat dengan makanan yang tidak sehat sekaligus memberikan manfaat buat anak-anak melalui media game edukasi. Oleh karena itu penelitian ini membuat aplikasi game gizi untuk edukasi anak-anak usia 5-10 tahun yang sesuai dengan kebutuhan gizi melalui media gawai yakni smartphone menggunakan metode Multimedia Development Life Cycle untuk mengetahui keefektivitas pengetahuan gizi anak-anak di kawasan Sekolah Dasar Srengseng. Kemudian pembuatan aplikasi Game gizi ini diolah melalui proses Concept, Design, Material Collecting, Assembly, Testing, Distribution. Media game pembelajaran yang telah dihasilkan yaitu Game Gizi dengan menghasilkan nilai awal pre-test di dapatkan rata-rata 27,08% dan nilai post-test setelah bermain game yaitu 90,77% dengan hasil perbandingan nilai yaitu sebanyak 63,69%, serta pengujian User Acceptence Test untuk kelayakan game edukasi gizi mendapatkan kategori kuat yaitu 75%.
The current condition of children aged 5-10 years in Indonesia is lacking education about nutrition, plus the development of the age of gadgets entering the world of children who are accustomed to using smartphones. Children must of course adapt to the needs of learning education and be able to choose which foods are healthy with unhealthy foods while providing benefits for children through educational game media. Therefore, this study makes a nutrition game application for the education of children aged 5-10 years in accordance with nutritional needs through the media device, namely smartphones using the Multimedia Development Life Cycle method to determine the effectiveness of children's nutritional knowledge in the Srengseng Elementary School area. Then making this nutrition game application is processed through the process of Concept, Design, Material Collecting, Assembly, Testing, Distribution. The learning game media that has been produced is the Nutrition Game by producing the initial pre-test value obtained an average of 27.08% and the post-test value after playing the game is 90.77% with the results of the value comparison of 63.69%, as well as User Acceptence Test testing for the feasibility of nutrition education games getting a strong category of 75%.
Item Type: | Thesis (Diploma) |
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Uncontrolled Keywords: | Game Edukasi, MDLC, Gizi, Game 2D. Educational Game, MDLC, Nutrition, 2D Game. |
Subjects: | Skripsi Bidang Keilmuan > Teknik Informatika |
Divisions: | Fakultas Telematika Energi > S1 Teknik Informatika |
Depositing User: | Sudarman |
Date Deposited: | 06 Oct 2025 03:06 |
Last Modified: | 06 Oct 2025 03:06 |
URI: | https://repository.itpln.ac.id/id/eprint/1784 |