Perancangan Gim Edukasi untuk Meningkatkan Wawasan Terhadap Kecemasan Sosial dan Terapi Kognitif Perilaku

Az-Zahro', Syaikhhanun Nabila (2025) Perancangan Gim Edukasi untuk Meningkatkan Wawasan Terhadap Kecemasan Sosial dan Terapi Kognitif Perilaku. Undergraduate thesis, UPN Veteran Jawa Timur.

[img] Text (Cover)
21081010076.-cover.pdf

Download (4MB)
[img] Text (Bab 1)
21081010076.-bab1.pdf

Download (270kB)
[img] Text (Bab 2)
21081010076.-bab2.pdf
Restricted to Repository staff only until 19 June 2027.

Download (496kB)
[img] Text (Bab 3)
21081010076.-bab3.pdf
Restricted to Repository staff only until 19 June 2027.

Download (1MB)
[img] Text (Bab 4)
21081010076.-bab4.pdf
Restricted to Repository staff only until 19 June 2027.

Download (1MB)
[img] Text (Bab 5)
21081010076.-bab5.pdf

Download (245kB)
[img] Text (Daftar Pustaka)
21081010076.-daftarpustaka.pdf

Download (190kB)

Abstract

Social anxiety is a common form of anxiety experienced by university students, yet it is often misinterpreted as mere shyness. The lack of literacy regarding its symptoms, early interventions, and the importance of professional help makes individuals vulnerable to neglecting a condition that can significantly disrupt daily life. This study aims to design and develop a 2D educational game titled “Social Survival” to provide insight into social anxiety, introduce basic techniques of Cognitive Behavioral Therapy (CBT), and demonstrate when one should consider seeking psychological assistance. The game is designed as a narrative-based single�player 2D experience using the Interactive Digital Narrative (IDN) method and developed with the Unity game engine. It presents scenarios that illustrate symptoms of Social Anxiety Disorder (SAD) and solutions through CBT techniques, such as relaxation, cognitive restructuring, and exposure therapy, represented through various mini-games. The game's effectiveness was evaluated using a pre-test and post-test method analyzed with the N-Gain formula, and player satisfaction was measured using the GUESS-18 (Game User Experience Satisfaction Scale) instrument. The results indicate an increase in participants' understanding of basic social anxiety concepts and CBT techniques, with an average N-Gain score of 0.6095. Meanwhile, the GUESS-18 test results showed a high level of satisfaction, with an average score of 83.3%. Based on these findings, it can be concluded that the game was successfully developed and is effective as a medium for enhancing awareness and initial understanding of social anxiety and CBT techniques.

Item Type: Thesis (Undergraduate)
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorAtmaja, Pratama WiryaNIDN0006018407UNSPECIFIED
Thesis advisorPuspaningrum, Eva YuliaNIDN0005078908UNSPECIFIED
Subjects: Q Science > QA Mathematics > QA76.6 Computer Programming
Divisions: Faculty of Computer Science > Departemen of Informatics
Depositing User: Syaikhhanun Nabila Az-Zahro
Date Deposited: 20 Jun 2025 02:01
Last Modified: 20 Jun 2025 02:01
URI: https://repository.upnjatim.ac.id/id/eprint/38704

Actions (login required)

View Item View Item