APLIKASI PERMAINAN ‘FIX YOU’ SEBAGAI PENGENALAN MENTAL HEALTH TERHADAP ANAK PANTI ASUHAN

Lack of education and knowledge about mental illness in Indonesia leads to wrong handling of its sufferers. To raise public awareness epescially for orphan, there is a need for an educational medium that is easily accessible and attractive. One solution is to use games, because this medium is more interesting and interactive. A visual novel game with a light storyline and interesting characters can provide education on how to deal with people with potential mental illness. This game uses fuzzy logic to generate different endings based on the player's dialogue choices. The results of the test on 53 respondents showed an average interpretation of 87.36% on the Likert scale, which indicates that this game is highly accepted by users.

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Publication Details

Journal
Jurnal Pengabdian Kepada Masyarakat
Published
2025-06-30
DOI
https://doi.org/10.33795/abdimas.v12i1.5012
Primary Topic
Child Development and Education
Type
article
Field-Weighted Citation Impact
0.00
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article

APLIKASI PERMAINAN ‘FIX YOU’ SEBAGAI PENGENALAN MENTAL HEALTH TERHADAP ANAK PANTI ASUHAN

Septian Enggar Sukmana, Moch Zawaruddin Abdullah, Annisa Puspa Kirana, Cahya Rahmad et al.
Jurnal Pengabdian Kepada Masyarakat
Child Development and Education
article

APLIKASI PERMAINAN ‘FIX YOU’ SEBAGAI PENGENALAN MENTAL HEALTH TERHADAP ANAK PANTI ASUHAN

Septian Enggar Sukmana, Moch Zawaruddin Abdullah, Annisa Puspa Kirana, Cahya Rahmad, Bagas Satya Dian Nugraha, Subhan Indra Prayoga
article en

Abstract

Lack of education and knowledge about mental illness in Indonesia leads to wrong handling of its sufferers. To raise public awareness epescially for orphan, there is a need for an educational medium that is easily accessible and attractive. One solution is to use games, because this medium is more interesting and interactive. A visual novel game with a light storyline and interesting characters can provide education on how to deal with people with potential mental illness. This game uses fuzzy logic to generate different endings based on the player's dialogue choices. The results of the test on 53 respondents showed an average interpretation of 87.36% on the Likert scale, which indicates that this game is highly accepted by users.

Jurnal Pengabdian Kepada MasyarakatVol. 12(1)
State University of Malang (ID)
Openalex Percentile: Top 80%
Child Development and Education
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APLIKASI PERMAINAN ‘FIX YOU’ SEBAGAI PENGENALAN MENTAL HEALTH TERHADAP ANAK PANTI ASUHAN — Septian Enggar Sukmana, Moch Zawaruddin Abdullah, et al. · Jurnal Pengabdian Kepada Masyarakat (2025) | TGRS Research Map | TGRS