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Rafif, Muhammad Fajar
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Perancangan Mobile Game sebagai Media Literasi Keuangan untuk Remaja Rafif, Muhammad Fajar; Patria, Asidigisianti Surya
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 7 No. 02 (2021): August 2021
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v7i2.3966

Abstract

AbstrakHampir segala aktivitas manusia dipermudah dan dipercepat dengan smartphone, yang tanpa kita sadari telah mengubah perilaku masyarakat dalam berbelanja. Kemudahan transaksi digital telah membuat penggunaan aplikasi belanja daring meningkat. Sayangnya, hal ini masih belum diimbangi dengan pengetahuan dalam mengelola keuangan. Perlu adanya perancangan media untuk mengedukasi masyarakat mengenai pentingnya literasi keuangan. Tujuan dari perancangan ini adalah merancang mobile game untuk menyampaikan pembelajaran tentang keuangan kepada remaja secara efektif untuk menambah dan meningkatkan kesadaran mereka tentang pentingnya manajemen keuangan. Metode Perancangan terdiri dari tahap pengumpulan dan analisis data menggunakan model Miles & Huberman, tahap perancangan konsep, tahap perancangan GDD (Game Design Document), tahap perancangan aset visual, tahap perancangan purwarupa, tahap uji coba dan validasi kelayakan media. Berdasarkan hasil ujicoba dan validasi ahli materi menunjukkan bahawa mobile game ini dikatakan layak. Kata Kunci: game edukasi, literasi keuangan, mobile game, remaja AbstractAlmost all human activities are facilitated and accelerated with the help of smartphones, without us knowing has changed people's shopping behavior. The flexibility of digital transactions has increased the use of shopping applications. Unfortunately, this has not been equal to the knowledge of financial management. A media design is needed to educate the public about the importance of financial literacy. The purpose of this research is to design a mobile game that can convey financial knowledge to teenagers and effectively enhance as well as increase their awareness about the importance of financial management. The design method consists of data collection & analysis using the Miles & Huberman Model, the concept design stage, the GDD (Game Design Document) design stage, the visual asset design stage, the prototyping stage, the testing, and the validation phase. From the testing and the validation phase, the results of the media expert's test got a value of 4.87 (very feasible), the results of the material expert's test got 4.5 (very feasible), and the test results against the intended end-user get a value of 4.68 (very feasible). Keywords: education game, financial literacy, mobile game, teenager