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dc.contributor.advisorArisandi, Dedy
dc.contributor.advisorPurnamawati, Sarah
dc.contributor.authorBatubara, Amelya
dc.date.accessioned2024-11-04T07:51:13Z
dc.date.available2024-11-04T07:51:13Z
dc.date.issued2024
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/98571
dc.description.abstractSexual violence encompasses all unwanted sexual acts or behaviors, including comments, forced physical contact, or exploitation. These acts can be committed by anyone, regardless of their relationship with the victim, and can occur anywhere. Based on existing data, it has been shown that children in Indonesia are highly vulnerable to becoming victims of sexual violence, regardless of their background, situation, or condition. Sexual violence against children can occur due to a lack of knowledge and minimal education regarding sexual abuse and violence. This lack of education is because sex education for children is still considered taboo by parents, leading to confusion in conveying relevant material and hindering communication and openness with children. Therefore, an approach that facilitates the process of sex education for children is needed. In this research, an educational game application to prevent sexual violence was developed using Pathfinding A* and a Random Number Generator. Pathfinding A* is used to help game characters find the shortest path in chasing players. The Random Number Generator is used to randomize obstacles in the game. This research produces educational games that visualize material related to preventing sexual violence against children in the form of storytelling, and includes games with algorithms to make the game more enjoyable. Based on data collection through questionnaires, 83.86% of the total respondents considered this application successful in providing effective sex education and offering new knowledge that was beneficial for children. The results of this research also show that the approach of using game technology in delivering sex education can be an effective solution to increase children's understanding so that they can avoid the risk of sexual violence with appropriate and comprehensive knowledge.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectSex Educationen_US
dc.subjectSexual Violenceen_US
dc.subjectGameen_US
dc.subjectPathfinding A*en_US
dc.subjectRandom Number Generatoren_US
dc.titleAplikasi Permainan Edukasi Pencegahan Kekerasan Seksual pada Anak Menggunakan Pathfinding A* dan Random Number Generatoren_US
dc.title.alternativeAn Educational Game Application for Preventing Child Sexual Abuse Using Pathfinding A* and Random Number Generatoren_US
dc.typeThesisen_US
dc.identifier.nimNIM181402143
dc.identifier.nidnNIDN0031087905
dc.identifier.nidnNIDN0026028304
dc.identifier.kodeprodiKODEPRODI59201#Teknologi Informasi
dc.description.pages87 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US
dc.subject.sdgsSDGs 9. Industry Innovation And Infrastructureen_US


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