Safescape: Game Visual Novel Interaktif sebagai Media Pendidikan Kreatif dan Literasi Digital Kesiapsiagaan Bencana di Era Society 5.0

Penulis

  • I Gusti Ngurah Wisnu Natha Legawa
  • Ni Ketut Marga Yanti
  • Pasek Ni Wayan Kasih Mahendri
  • I Wayan Madiya

Kata Kunci:

disaster, preparedness, games, visual novels, SafeScape

Abstrak

This research is motivated by the lack of knowledge of children regarding preparedness when natural and non-natural disasters occur. Which has the potential to increase negative impacts on safety. Therefore, an innovative and effective educational media is needed. The objectives of the research are (1) Analyzing the effectiveness of the Safescape Game as a medium for increasing literacy in disaster preparedness prevention in the Society 5.0 era, (2) Describe the design and concept of a visual novel-based game in increasing disaster prevention and preparedness in the Society 5.0 era. This research uses the R&D (Research & Development) research type with the ADDIE development model which was carried out for 2 months starting from October 29-22 December at SMAN Bali Mandara in making the SafeScape game along with compiling reports, and SMPN 5 Abang in the trial, with the research subjects being one material expert,, and 60 students SMP Negeri 5 Abang. The object of research being the SafeScape game. The data in the study were obtained through a literature review, pretest-posttest, observation, and questionnaires. Which were then analyzed using a qualitative and quantitative descriptive approach, so that the following research results were obtained (1) the SafeScape game is a visual novel game created as an educational medium about safety strategies in facing disasters, where voters can choose the ending of the story according to the player, (2) the material presented in the SafeScape game is very good as an educational medium for disaster preparedness, the assessment score uses a Likert scale reference with the result of "Very Good", (3) the SafeScape visual novel game is considered capable of bringing significant changes as an educational medium for disaster preparedness, with the results of the paired t-test normality test showing that there is significant difference from before-after playing SafeScape game.

Unduhan

Diterbitkan

2026-03-28