Penerapan gamifikasi dalam aplikasi edukasi p3k berbasis android

Chandra, Carissa (2025) Penerapan gamifikasi dalam aplikasi edukasi p3k berbasis android. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Edukasi P3K di Indonesia sangat dibutuhkan di institusi pendidikan dan lapangan kerja, sehingga masyarakat belum menyadari pentingnya P3K yang akan berakibat fatal jika terjadinya kecelakaan. Risiko fatal dalam kecelakaan termasuk meningkatnya angka kematian, cedera parah, trauma psikologis, dan beban ekonomi. Walaupun telah ada upaya dalam meningkatkan edukasi P3K dari berbagai pihak, tapi masih perlunya dorongan dan ekspansi. Penelitian ini bertujuan untuk mengembangkan aplikasi edukasi P3K berbasis Android dengan fokus pada implementasi gamifikasi dalam meningkatkan motivasi dan pemahaman pengguna. Langkah awal penelitian dilakukan melalui survei untuk mengidentifikasi kebutuhan pengguna yang meliputi faktor kesadaraan pengguna terhadap pentingnya edukasi P3K, serta pembekalan edukasi P3K sebelumnya. Hasil survei menunjukkan adanya antusiasme yang besar terhadap solusi berupa aplikasi m-learning untuk memudahkan akses pembelajaran. Oleh karena itu, kehadiran aplikasi Learnin P3K menjadi solusi sebagai wadah pembelajaran P3K dengan memanfaatkan gamifikasi untuk meningkatkan semangat belajar. Aplikasi ini dikembangkan menggunakan metode pengembangan perangkat lunak waterfall. Aplikasi Learnin P3K dilakukan dengan pengujian User Acceptance Testing (UAT) yang menunjukkan aplikasi berhasil memenuhi kebutuhan pengguna. Pengguna juga diuji dengan pre-test dan post-test yang menunjukkan peningkatan signifikan sebesar 71,81% dalam pemahaman P3K, serta adanya umpan balik yang didominasi oleh aspek gamifikasi yang menunjukkan bahwa aplikasi efektif dalam meningkatkan motivasi belajar. / First aid education is very much needed in Indonesian institutions and workplaces, leading to low public awareness of its critical importance and potentially fatal consequences in accidents. This situation is exacerbated by factors like increased death rate, severe injuries, psychological trauma, and economic burdens. While efforts to improve first aid education exist, further expansion is needed. This research addresses this gap by developing Learnin P3K, an Android-based first aid education application leveraging gamification to boost user motivation and understanding. The initial research phase involved a survey to identify user needs, including their awareness of the importance of first aid education and any prior first aid training. This survey confirmed a strong user interest in m-learning for easier access to this vital knowledge. Developed using the waterfall method, Learnin P3K application was developed as a learning platform for first aid, utilizing gamification to foster a strong motivation to learn. The application was tested with User Acceptance Testing (UAT), showing that the application successfully met the user’s needs. Pre-test and post-test conducted with users demonstrated a significant 71.81% improvement in first aid understanding. Additionally, users’ feedback was dominated by the gamification aspect, indicating that the application is effective in increasing learning motivation.
Item Type: Thesis (Bachelor)
Creators:
Creators
NIM
Email
ORCID
Chandra, Carissa
NIM03081210012
carissa.tjan03@gmail.com
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Thesis advisor
Prasetya, Kusno
NIDN0718087903
kusno.prasetya@uph.edu
Uncontrolled Keywords: Android; aplikasi edukasi; gamifikasi; P3K
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Depositing User: Carissa Chandra
Date Deposited: 21 Jul 2025 10:14
Last Modified: 21 Jul 2025 10:14
URI: http://repository.uph.edu/id/eprint/69941

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