Text
PENERAPAN DESIGN THINKING DENGAN PENDEKATAN KONSEP GAMIFIKASI GUNA MENINGKATKAN MOTIVASI KONSUMSI BUAH DAN SAYUR PADA ANAK (STUDI KASUS: SD NEGERI 98 PALEMBANG)
Based on the results of the Basic Health Research (Riskesdas) by the Health Research and Development Agency, 96.85% of the population aged 5-12 years were found to be consuming less fruit and vegetables. The age of 5-12 years is the age where individuals need food that contains sufficient nutrition to support normal growth and development. However, the problem that is often found in children at this age is the habit of lazy to consume fruits and vegetables. Children have preferences or tastes that are more likely to consuming fast food, where this preference based on psychological factors, namely motivation. Accordingly, in this research the authors used the concept of gamification to establish children's preferences by increasing their motivation for the importance of consuming fruits and vegetables. In collecting data at SD Negeri 98 Palembang, the author uses the Design Thinking method so that problems and solutions directly focused on the user. The results of this research is a design or prototype which is then tested and the results show that the prototype can be accepted by users with the adjective scale "Excellent".
Inventory Code | Barcode | Call Number | Location | Status |
---|---|---|---|---|
2207003171 | T74597 | T745972022 | Central Library (Referens) | Available but not for loan - Not for Loan |
No other version available