PERANCANGAN ROLE PLAYING GAME SEBAGAI UPAYA MEMBANGUN RESISTENSI TERHADAP CYBERCRIME - Rizky Agung Ardiansyah, - (2023)
Perkembangan teknologi tidak hanya memindahkan aktivitas positif ke dalam komputer dan internet, tetapi juga kejahatan. Kejahatan dunia maya atau cybercrime semakin marak terjadi di seluruh penjuru dunia, salah satunya Indonesia dengan 976 juta upaya kejahatan siber yang tercatat oleh Badan Siber dan Sandi Negara (BSSN). Aktivitas ini berbahaya bagi semua orang khususnya remaja karena karena tidak adanya materi pengajaran ataupun pelatihan mengenai cybersecurity. Terlebih lagi penetrasi internet di kelompok usia 13-18 tahun merupakan yang terbesar di Indonesia hingga mencapai 99,16%, sehingga mereka rentan terkena tindak kejahatan siber. Oleh karena itu, perlu adanya pemberian materi dasar terkait perlindungan diri menghadapi cybercrime yang salah satu alternatifnya yaitu dengan merancang game edukasi bergenre Role Playing Game. Penelitian ini bertujuan untuk: (1) Merancang game edukasi bergenre Role Playing Game berbasis android sebagai media pembelajaran dengan metode Game Development Life Cycle; dan (2) Mengetahui hasil implementasi game edukasi bergenre Role Playing Game dalam membangun resistensi terhadap cybercrime. Penelitian ini menggunakan metode Research and Development (R&D) yang dipadukan dengan metode pengembangan Game Development Life Cycle (GDLC) yang terdiri dari 6 tahapan yakni Initiation, Pre-Production, Production, Testing, Beta Testing, dan Release. Hasil penelitian ini berhasil mengembangkan sebuah produk game edukasi bernama "Siberaya: Cegah Kejahatan Siber" yang mendapatkan kriteria "Tinggi" untuk pemahaman siswa setelah menjalankan game berdasarkan klasifikasi presentase hasil kuesioner dengan perolehan sebesar 80,6%. Dengan adanya produk game edukasi ini diharapkan dapat bernilai praktis sebagai alternatif media edukasi bagi siswa SMA untuk mencegah cybercrime. ------ Technological developments have not only moved positive activities into computers and the internet, but also crime. Cybercrime is increasingly prevalent around the world, including Indonesia with 976 million cybercrime attempts recorded by the State Cyber and Crypto Agency (BSSN). This activity is dangerous for everyone, especially teenagers, due to the absence of teaching materials or training on cybersecurity. Moreover, internet penetration in the 13-18 years age group is the largest in Indonesia, reaching 99.16%, making them vulnerable to cybercrime. Therefore, it is necessary to provide basic material related to self-protection against cybercrime, one of the alternatives is to design an educational game in the genre of Role Playing Game. This research aims to: (1) Design an educational game with Role Playing Game genre based on android as a learning media with Game Development Life Cycle method; and (2) Know the results of the implementation of educational game with Role Playing Game genre in building resistance to cybercrime. This research uses the Research and Development (R&D) method combined with the Game Development Life Cycle (GDLC) development method which consists of 6 stages namely Initiation, Pre-Production, Production, Testing, Beta Testing, and Release. The results of this study successfully developed an educational game product called "Siberaya: Prevent Cybercrime" which received "High" criteria for student understanding after running the game based on the percentage classification of the questionnaire results with an acquisition of 80.6%. With this educational game product, it is expected to be of practical value as an alternative educational media for high school students to prevent cybercrime.