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Peningkatan Kesadaran Kebersihan Melalui Game “Habertan” Pada Siswa Siswi Pesantren Muhyiddin Gebang Putih, Sukolilo, Surabaya Sudaryanto, Aris; Fathoni, Kholid; Hakkun, Rizky Yuniar; Revindasari, Fony; Safrodin, Mohamad; Nurindiyani, Artiarini Kusuma; Damastuti, Fardani Annisa; Sa’dyah, Halimatus; Zikky, Mohamad; Akbar, Zulhaydar Fairozal; Darmawan, Zakha Maisat Eka; Dianta, Ashafidz Fauzan; Hapsari, Veronica Lita
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol. 5 No. 4 (2024)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v5i4.2032

Abstract

Environmental cleanliness is an important aspect of life because if it is dirty it will become a breeding ground for disease and flooding. Gebang Putih and Keputih are areas prone to dengue fever and flooding in Surabaya. Therefore, the community service provides socialization of cleanliness to children with this Habertan Game. The game was chosen because it has been proven to influence human behavior. However, Habertan is designed to have a positive effect in the form of increasing awareness of environmental cleanliness. The participants of the activity were 30 students of Madrasah Pesantren Muhyiddin. This activity is expected to increase the knowledge and awareness of participants in waste management. Impact measurement was carried out by giving participants questions before and after the activity. Based on the data obtained, it was proven that 76.6% of participants experienced an increase in knowledge about waste management after participating in the socialization.
The Role of Psychology in Digital Game Development: A Systematic Literature Study Hapsari, Veronica Lita; Alia, Putri Ariatna; Ubaidillah, Muhammad; Setiyowati, Ananda; Noersinda, Aidha Rachma
Jurnal Informatika Ekonomi Bisnis Vol. 8, No. 2 (June 2026): Accepted
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v8i2.1425

Abstract

The rapid growth of digital games has increased the need for a strong psychological foundation in the game development process. Psychology plays a crucial role in understanding how players think, feel, stay motivated, and behave, all of which directly influence player engagement and overall gaming experience. This study aims to systematically examine the role of psychology in digital game development through a literature-based approach. A systematic literature review method was employed by selecting reputable scholarly journal articles published within a specific time frame from major academic databases. The selected articles were then analyzed and categorized based on branches of psychology and their applications in game development. The findings indicate that cognitive psychology, motivational psychology, emotional psychology, and social psychology are the most frequently applied fields, particularly in gameplay design, user experience, and player engagement. However, research gaps remain, especially regarding the integration of psychological theories during the early stages of game design. This study highlights the importance of psychology as both a theoretical and practical foundation in digital game development.
The Role of Psychology in Digital Game Development: A Systematic Literature Study Hapsari, Veronica Lita; Alia, Putri Ariatna; Ubaidillah, Muhammad; Setiyowati, Ananda; Noersinda, Aidha Rachma
Jurnal Informatika Ekonomi Bisnis Vol. 8, No. 2 (June 2026): Accepted
Publisher : SAFE-Network

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/infeb.v8i2.1425

Abstract

The rapid growth of digital games has increased the need for a strong psychological foundation in the game development process. Psychology plays a crucial role in understanding how players think, feel, stay motivated, and behave, all of which directly influence player engagement and overall gaming experience. This study aims to systematically examine the role of psychology in digital game development through a literature-based approach. A systematic literature review method was employed by selecting reputable scholarly journal articles published within a specific time frame from major academic databases. The selected articles were then analyzed and categorized based on branches of psychology and their applications in game development. The findings indicate that cognitive psychology, motivational psychology, emotional psychology, and social psychology are the most frequently applied fields, particularly in gameplay design, user experience, and player engagement. However, research gaps remain, especially regarding the integration of psychological theories during the early stages of game design. This study highlights the importance of psychology as both a theoretical and practical foundation in digital game development.
EDUKASI LITERASI DIGITAL MELALUI GAME “CLICK AND SHIELD” PADA SISWA-SISWI SMP YAPITA, KEPUTIH, SUKOLILO, SURABAYA Hapsari, Veronica Lita; Sudaryanto, Aris; Hakkun, Rizky Yunia; Akbar, Zulhaydar Fairozal; Revindasari, Fony; Nurindiyani, Artiarini Kusuma; Damastuti, Fardani Annisa; Sa’dyah, Halimatus; Zikky, Mohammad; Darmawan, Zakha Maisat Eka; Dianta Aris, Ashafidz Fauzan; Ramadhani, Ahmad; Abdillah, David Fahmi; Fathoni, Kholid; Falah, Muhammad Fajrul; Alia, Putri Ariatna; Nurmaida, Firnanda Pristiana; Pradipta, Dody; Wardhana, Adhitya Wira; Aryadhika, Falih; Alif Wicaksono, Galang; Syafa, Muhammad Yaser; Susanto, Louis Bima
Jurnal Pengabdian Kolaborasi dan Inovasi IPTEKS Vol. 4 No. 2 (2026): April
Publisher : CV. Alina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59407/jpki2.v4i2.3682

Abstract

Pengabdian kepada masyarakat merupakan wujud penerapan ilmu pengetahuan untuk memberikan manfaat nyata bagi masyarakat. Pada era digital, literasi digital menjadi kompetensi penting bagi generasi muda agar mampu menggunakan teknologi secara aman, kritis, dan bertanggung jawab. Namun, pemahaman terkait keamanan siber, perlindungan data pribadi, serta etika berinternet masih tergolong rendah. Program ini bertujuan untuk meningkatkan literasi digital generasi muda di SMP Yapita, Surabaya melalui game edukatif Click and Shield. Metode yang digunakan meliputi sosialisasi, pelatihan berbasis permainan, serta evaluasi pemahaman peserta melalui pretest dan posttest. Pendekatan berbasis game dipilih agar proses belajar berlangsung lebih interaktif dan menyenangkan. Data nasional tahun 2024 menunjukkan bahwa terdapat lebih dari 36 juta serangan siber di Indonesia, sejalan dengan rendahnya indeks literasi digital masyarakat. Hasil kegiatan ini diharapkan dapat memperkuat pemahaman peserta mengenai keamanan digital sekaligus menanamkan kebiasaan berinternet yang aman sejak dini, serta mendukung peran perguruan tinggi dalam pengembangan keilmuan dan pemberdayaan masyarakat.