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http://repository.ipb.ac.id/handle/123456789/160908| Title: | Persepsi Remaja Akhir dan Dewasa Awal Mengenai Perencanaan Game Copicaniplan Sebagai Produk Interpretasi. |
| Other Titles: | Perceptions of Late Adolescents and Early Adults Regarding Copicaniplan Game Planning as an Interpretation Product. |
| Authors: | Avenzora, Ricky HUSAINI, MUHAMMAD FAKHRI |
| Issue Date: | 2025 |
| Publisher: | IPB University |
| Abstract: | Permainan interaktif memiliki potensi yang besar dalam menggabungkan pendidikan dengan hiburan khususnya bagi remaja. Dalam konteks ini, perancangan permainan yang fokus pada flora dan fauna dapat menjadi alat yang efektif untuk meningkatkan pemahaman dan kesadaran remaja terhadap keanekaragaman flora dan fauna serta pelestarian lingkungannya. Penelitian ini bertujuan untuk menganalisis permainan Copicaniplan melalui penilaian terhadap
responden. Metode yang digunakan pada penelitian ini adalah instrumen kuesioner tertutup yang kemudian dianalisis menggunakan skor 1 (satu) sampai 7 (tujuh) yang berarti 1 = sangat tidak setuju dan 7 = sangat setuju. Pemilihan responden
didasarkan pada materi yang digunakan yaitu untuk kalangan remaja akhir dan dewasa awal. Permainan Copicaniplan mendapatkan hasil nilai yang positif karena memiliki nilai rata-rata 6 (enam) yang berarti setuju. Dalam melaksanakan
penelitian mengenai persepsi responden terhadap permainan Copicaniplan memiliki 7 (tujuh) aspek sebagai penilaian yaitu berupa nilai manfaat, desain visual, replayability, perangkat lunak, komunikasi visual, edukasional dan nilai hiburan. Interactive games have great potential in combining education with entertainment, especially for teenagers. In this context, designing games that focus on flora and fauna can be an effective tool for increasing teenagers' understanding and awareness of the diversity of flora and fauna and preserving the environment. This research aims to analyze the game Copicaniplan through an assessment of respondents. The method used in this research is a closed questionnaire instrument which is then analyzed using a score of 1 (one) to 7 (seven) which means 1 = strongly disagree and 7 = strongly agree. The selection of respondents was based on the material used, namely for teenagers and early adults. The game Copicaniplan gets positive results because it has an average value of 6 (six) which means agree. In carrying out research regarding respondents' perceptions of the game Copicaniplan there are 7 (seven) aspects as an assessment, namely in the form of benefit value, visual design, replayability, software, visual communication, educational and entertainment value. |
| URI: | http://repository.ipb.ac.id/handle/123456789/160908 |
| Appears in Collections: | UT - Ecotourism |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| cover_J0302201004_1f7c4266462d45ecaffe15fd09c324ec.pdf | Cover | 2.71 MB | Adobe PDF | View/Open |
| fulltext_J0302201004_d78b8ae5ccbb434bb8577214216522c0.pdf Restricted Access | Fulltext | 5.82 MB | Adobe PDF | View/Open |
| lampiran_J0302201004_9f46fe9745da48f4ade644c57ef1515b.pdf Restricted Access | Lampiran | 4.14 MB | Adobe PDF | View/Open |
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