Perancangan 2D Game App Edukasi Cara Merawat Kucing

Syahla Tameera Salsabiila, Roy Anthonius Susanto

Abstract


Kucing merupakan salah satu hewan peliharaan paling populer dan diminati di Indonesia. Namun, berdasarkan kuesioner yang disebarkan oleh penulis pada tanggal 1 Mei – 4 Mei 2020 dan diisi dengan 143 responden dari usia 14-28 tahun, sebanyak 60% responden masih memiliki pengetahuan yang rendah terhadap cara merawat kucing dengan benar. Padahal, kucing yang dirawat dengan tidak benar dapat menyebabkan berbagai penyakit pada manusia seperti kutu, jamur, toksoplasma, salmonella, cacing, rabies, dan berbagai penyakit lainnya. Untuk menjawab permasalahan tersebut, penulis merancang sebuah 2D game app edukasi cara merawat kucing. Hal ini didasari dari teori Dadeech (2018) yang menyebutkan bahwa informasi edukasi yang disampaikan melalui game akan diingat lebih lama. Selain itu, berdasarkan hasil kuesioner, game merupakan media yang paling banyak dipilih oleh responden sebagai media edukasi yang paling mereka sukai. Melalui game edukasi, informasi mengenai cara merawat kucing akan lebih mudah diingat.


Keywords


Cara merawat kucing, 2D Game App, Edukasi

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