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Desain gamifikasi sebagai media pembelajaran untuk memotivasi pelajar dalam meningkatkan cyber security awareness terhadap phishing

Setiyo Cahyono - Personal Name; Rahmat Purwoko - Personal Name; Monica Christy Natalia - Personal Name; R Budiarto Hadiprakoso - Personal Name;

Abstrak:
Perkembangan serangan phishing terus berkembang tiap tahunnya. Berdasarkan data dari perusahaan cyber security Kaspersky didapati bahwa serangan phishing sudah menyasar sektor akademik dan laporan hasil monitoring keamanan siber BSSN 2021 menunjukkan bahwa sektor akademik menempati posisi kedua sebaran phishing terbanyak di Indonesia. Hasil survei yang dilakukan oleh APJII tahun 2022 menunjukkan bahwa kelompok usia 13-18 tahun merupakan kelompok pengguna internet yang paling aktif dalam menjelajahi dunia maya. Berkaitan dengan hal tersebut maka diperlukan upaya untuk memupuk pentingnya kesadaran keamanan siber kepada pelajar yang dapat dilakukan dengan membuat sebuah media pembelajaran. Penelitian ini merancang sebuah desain gamifikasi sebagai media pembelajaran untuk memotivasi pelajar dalam meningkatkan cyber security awareness terhadap serangan phishing. Desain gamifikasi ini menggunakan platform Classcraft dengan MDA framework dan model ADDIE. Evaluasi dilakukan pada dua level yaitu evaluasi dampak dan evaluasi motivasi. Berdasarkan hasil evaluasi yang didapatkan, tingkat pemahaman pelajar mengenai cyber security awareness terhadap phishing menggunakan media pembelajaran berbasis gamifikasi lebih tinggi dibandingkan dengan pemahaman pelajar yang menggunakan media pembelajaran konvensional. Selain itu pelajar yang menggunakan media pembelajaran berbasis gamifikasi juga lebih termotivasi dalam cyber security awareness terhadap phishing dibandingkan dengan motivasi pelajar yang menggunakan media pembelajaran konvensional.
Abstract:
The development of phishing attacks continues to grow every year. Based on data from the cyber security company Kaspersky, it is found that phishing attacks have targeted the academic sector and the 2021 BSSN cyber security monitoring report shows that the academic sector occupies the second position for the most phishing distribution in Indonesia. The results of a survey conducted by APJII in 2022 also show that the 13-18 year old age group is the most active group of internet users in exploring cyberspace. In this regard, efforts are needed to foster the importance of cybersecurity awareness to students which can be done by creating a learning media. This research designs a gamification design as a learning media to motivate students to increase cyber security awareness of phishing attacks. This gamification design uses Classcraft platform with MDA framework and ADDIE model. Evaluation is conducted at two levels, namely impact evaluation and motivation evaluation. Based on the evaluation results obtained, the level of understanding of students regarding cyber security awareness of phishing using gamification-based learning media is higher than that of students using conventional learning media. In addition, students who use gamification-based learning media are also more motivated in cyber security awareness of phishing compared to the motivation of students who use conventional learning media. In addition, students who use gamification-based learning media are also more motivated in cyber security awareness of phishing compared to the motivation of students who use conventional learning media.


Availability
#
Rekayasa Keamanan Siber 2023 MON d
TA20230101728
Available - Read on Location
#
Rekayasa Keamanan Siber 2023 MON d
TA20230101729
Available - Read on Location
Detail Information
Series Title
--
Call Number
2023 MON d
Publisher
Bogor : Politeknik Siber dan Sandi Negara., 2023
Collation
xiii, 56 halaman
Language
Indonesia
ISBN/ISSN
--
Classification
Rekayasa Keamanan Siber
Content Type
-
Media Type
-
Carrier Type
-
Edition
--
Subject(s)
Phishing
gamifikasi
Media Pembelajaran
Cyber Security Awareness
Pelajar
Specific Detail Info
--
Statement of Responsibility
Monica Christy Natalia
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