PERANCANGAN GAME EDUKASI CARESPACE UNTUK MENINGKATKAN KESADARAN SISWA SMP TERHADAP CHILD GROOMING DI RUANG DIGITAL

Wulan, Sri (2026) PERANCANGAN GAME EDUKASI CARESPACE UNTUK MENINGKATKAN KESADARAN SISWA SMP TERHADAP CHILD GROOMING DI RUANG DIGITAL. Diploma thesis, Politeknik Negeri Media Kreatif.

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Abstract

The rise of digital technology has increased the risk of child grooming among junior high students. This study develops "CareSpace," an Android-based educational game, to enhance students' self-protection capabilities against digital grooming. Utilizing the Game Development Life Cycle (GDLC) method and Unity 2D engine, the game incorporates interactive features like flashcards, quizzes, and chat simulations. Research conducted at SMPIT Al-Azhar Jagakarsa with 28 seventh-grade students evaluated the game's usability and effectiveness. Results demonstrate high feasibility, with a System Usability Scale (SUS) score of 84.17 (Excellent). Furthermore, an N-Gain analysis score of 0.86 confirms the game’s high effectiveness in improving students' awareness and comprehension of digital grooming risks. "CareSpace" serves as a robust, preventive educational tool that supports school counseling services in enhancing students' digital safety.
Keywords: Android, CareSpace, Child Grooming, Educational Game, Digital Awareness.

Pesatnya perkembangan teknologi digital meningkatkan risiko child grooming bagi siswa sekolah menengah pertama. Penelitian ini mengembangkan game edukasi Android "CareSpace" untuk meningkatkan kemampuan perlindungan diri siswa terhadap child grooming. Pengembangan menggunakan metode Game Development Life Cycle (GDLC) dan engine Unity 2D, dengan fitur interaktif seperti flashcard, kuis, dan simulasi chat. Penelitian di SMPIT Al-Azhar Jagakarsa terhadap 28 siswa kelas VII menunjukkan bahwa game ini sangat layak dengan skor System Usability Scale (SUS) 84,17 (Excellent). Analisis N-Gain sebesar 0,86 mengonfirmasi efektivitas tinggi game dalam meningkatkan kesadaran dan pemahaman siswa terhadap risiko child grooming. "CareSpace" terbukti menjadi alat edukasi preventif yang efektif untuk mendukung layanan Bimbingan dan Konseling dalam meningkatkan keamanan digital siswa.
Kata kunci: Android, CareSpace, Child Grooming, Game Edukasi, Kesadaran Digital.

Item Type: Thesis (Diploma)
Additional Information: 1. Trifajar Yurmama Supiyanti, S.Kom., M.T., selaku Dosen Pembimbing I; 2. Nofiandri Setyasmara, S.T., M.T., M.Ak., Dosen Pembimbing II.
Uncontrolled Keywords: Keywords: Android, CareSpace, Child Grooming, Educational Game, Digital Awareness Kata kunci: Android, CareSpace, Child Grooming, Game Edukasi, Kesadaran Digital.
Subjects: 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 005 Pemrograman komputer, program dan data
600 – Teknologi (Ilmu Terapan) > 600 Teknologi (ilmu terapan) > 600 Teknologi
Divisions: Jurusan Desain > Program Studi Teknologi Rekayasa Multimedia
Depositing User: SRI WULAN
Date Deposited: 04 Aug 2026 07:13
Last Modified: 04 Aug 2026 07:13
URI: https://repository.polimedia.ac.id/id/eprint/4914

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