Kajian Literatur Edukasi Pengelolaan Sampah Menggunakan Video Game dengan Genre RPG

Authors

  • Fahni Maharani Universitas Islam Indonesia
  • Rahadian Kurniawan Universitas Islam Indonesia

DOI:

https://doi.org/10.31004/innovative.v5i4.20390

Keywords:

Game Edukasi, Pengelolaan Sampah, RPG, Edukasi Lingkungan

Abstract

Permasalahan sampah di Indonesia terus meningkat dan menuntut pendekatan edukatif yang inovatif. Video game sebagai media edukasi menawarkan potensi besar dalam menyampaikan isu pengelolaan sampah, namun pemanfaatan genre Role-Playing Game (RPG) masih terbatas. Kajian ini menganalisis 15 literatur terkait game edukatif pengelolaan sampah untuk mengevaluasi fokus tema, variabel pembelajaran, serta metode yang digunakan. Hasil menunjukkan bahwa mayoritas studi menggunakan genre non-RPG seperti simulasi dan puzzle, dengan fokus utama pada peningkatan pengetahuan. Variabel perilaku, motivasi, dan engagement masih kurang dominan, sementara metode yang digunakan bervariasi, mencakup kuantitatif, kualitatif, eksperimen, survei, dan desain game. RPG dinilai memiliki potensi tinggi dalam membangun narasi interaktif dan memotivasi pemain melalui pengalaman belajar yang imersif. Temuan ini mengungkap adanya kesenjangan riset dan merekomendasikan eksplorasi lebih lanjut terhadap efektivitas genre RPG dalam meningkatkan pemahaman dan perubahan perilaku masyarakat terhadap isu lingkungan.

References

[1] M. Nanda and F. Syra Utami, “TATA KELOLA SAMPAH DI TEMPAT PEMROSESAN AKHIR (TPA) KELURAHAN TANJUNG PINGGIR KECAMATAN SIANTAR MARTOBA KOTA PEMATANG SIANTAR,” 2022.

[2] evi Naria, Rusmalawaty, and dwi lanova Arde, “Utilization of Plastic Bottle Waste as a Vertical Garden Media in the Dense Population Area of Binjai Village Binjai District, Binjai City City,” vol. 5, no. 2, pp. 191–196, 2020.

[3] D. D. Rahayu, B. A. B. Mustopa, C. Bayani, A. Shofuh, L. A. Ayu, and L. Fitrianingsih, “ANALISIS PENYELENGGARAAN BANK SAMPAH ASYIK 19 BOJONGGEDE TAHUN 2021,” Ruwa Jurai: Jurnal Kesehatan Lingkungan, vol. 16, no. 1, p. 1, Apr. 2022, doi: 10.26630/rj.v16i1.2975.

[4] A. Z. Saputra and Ah. S. Fauzi, “Pengolahan Sampah Kertas Menjadi Bahan Baku Industri Kertas Bisa Mengurangi Sampah di Indonesia,” Jurnal Mesin Nusantara, vol. 5, no. 1, pp. 41–52, Jun. 2022, doi: 10.29407/jmn.v5i1.17522.

[5] D. Tresnawati and A. A. Budiman, “Game Edukatif Pengelolaan Sampah Menggunakan Digital Game Based Learning-Instructional Design,” 2021. [Online]. Available: https://jurnal.itg.ac.id/

[6] H. S. Kasjono, B. Suwerda, P. Yushananta, and N. Lestari, “The Effectiveness of Ladder Climbing Games on The Knowledge, Attitude, and Practice of Sorting Waste,” Jurnal Info Kesehatan, vol. 21, no. 3, pp. 409–418, 2023, doi: 10.31965/infokes.Vol21Iss3.1126.

[7] G. Pappas, I. Papamichael, A. Zorpas, J. E. Siegel, J. Rutkowski, and K. Politopoulos, “Modelling Key Performance Indicators in a Gamified Waste Management Tool,” Modelling, vol. 3, no. 1, pp. 27–53, Mar. 2022, doi: 10.3390/modelling3010003.

[8] Y. L. Hsieh and S. C. Yeh, “Exploring the Impact of Computer RPG Game-Based Teaching Modules on Environmental Education for Eighth-Grade Junior High School Students,” Journal of Ecohumanism, vol. 4, no. 2, pp. 320–339, Feb. 2025, doi: 10.62754/joe.v4i2.6007.

[9] E. Satria, L. Fitriani, Y. S. Muhsin, and D. Tresnawati, “Development of educational games for learning waste management,” IOP Conf Ser Mater Sci Eng, vol. 1098, no. 3, p. 032064, Mar. 2021, doi: 10.1088/1757-899x/1098/3/032064.

[10] I. Fauzy Muldani Rachmat, J. Sistem Informasi, S. Insan Pembangunan, J. Raya Serang NoKm, K. Jaya, and K. Curug, “Pengembangan Game Edukasi Bahasa Isyarat Tentang Pengelolaan Sampah Berbasis Android,” Jurnal Teknologi Informasi & Komunikasi, vol. 11, pp. 160–171, 2021, doi: 10.31849/digitalzone.v12i1.7942CS.

[11] M. P. Laksmi and R. Ardi, “Serious Simulation Gaming as Learning Media for Plastic Waste Recycling Management System in Indonesia: A Conceptual Model,” in ACM International Conference Proceeding Series, Association for Computing Machinery, Jun. 2020, pp. 187–192. doi: 10.1145/3400934.3400969.

[12] U. Santti, A. Happonen, and H. Auvinen, “Digitalization boosted recycling: Gamification as an inspiration for young adults to do enhanced waste sorting,” in AIP Conference Proceedings, American Institute of Physics Inc., May 2020. doi: 10.1063/5.0001547.

[13] H. Salim, R. A. Stewart, O. Sahin, B. Sagstad, and M. Dudley, “R3SOLVE: A serious game to support end-of-life rooftop solar panel waste management,” Sustainability (Switzerland), vol. 13, no. 22, Nov. 2021, doi: 10.3390/su132212418.

[14] F. Revindasari, A. Dewayanti, and E. I. Syahrazad, “HABERTAN: Game Petualangan 3D Dengan Tema Pemilahan Sampah Sebagai Upaya Pendekatan Inovatif Untuk Pengenalan Lingkungan,” JTIM : Jurnal Teknologi Informasi dan Multimedia, vol. 5, no. 4, pp. 388–397, Feb. 2024, doi: 10.35746/jtim.v5i4.485.

[15] R. Maulana, A. Suharso, and A. Rizal, “Penerapan metode finite state machine pada pengembangan game edukasi pengolahan sampah.,” 2021.

[16] G. Hoffmann and J. Pfeiffer, “Gameful Learning for a More Sustainable World: Measuring the Effect of Design Elements on Long-Term Learning Outcomes in Correct Waste Sorting,” Business and Information Systems Engineering, vol. 64, no. 4, pp. 459–482, Aug. 2022, doi: 10.1007/s12599-021-00731-x.

[17] C. G. C. J. de Souza, T. F. M. Sirqueira, M. A. P. Araújo, and C. V. de A. Carvalho, “Development of The Digital Game ‘Bora Catá’ to Support Awareness of Selective Waste Collection,” Revista de Gestão Social e Ambiental, vol. 19, no. 2, p. e011176, Feb. 2025, doi: 10.24857/rgsa.v19n2-015.

[18] D. M. Germiniani and R. D. Seabra, “ReciCaos: A Cooperative Digital Game for Studying Solid Waste Recycling,” 2024. [Online]. Available: https://orcid.org/0009-0007-0307-221X

[19] O. Frans, T. Zufri, and D. Hilman, “Designing and Developing Digital Computer Game of Plastic Waste Awareness for Young Children,” 2024.

[20] L. P. Vecchio and A. Del Greco, “Game-Based Solutions and the Plastic Problem: A Systematic Review,” Mar. 01, 2023, MDPI. doi: 10.3390/su15065558.

[21] E. Jääskä, K. Aaltonen, and J. Kujala, “Game-based learning in project sustainability management education,” Sustainability (Switzerland), vol. 13, no. 15, Aug. 2021, doi: 10.3390/su13158204.

[22] R. Seegers, E. Winter, and U. Grote, “Exploring the effectiveness of serious games in strengthening smallholders’ motivation to plant different trees on farms: evidence from rural Rwanda,” Bio-based and Applied Economics, vol. 12, no. 1, pp. 69–81, 2023, doi: 10.36253/bae-13479.

Downloads

Published

2025-07-30

How to Cite

Maharani, F., & Kurniawan, R. (2025). Kajian Literatur Edukasi Pengelolaan Sampah Menggunakan Video Game dengan Genre RPG. Innovative: Journal Of Social Science Research, 5(4), 5530–5541. https://doi.org/10.31004/innovative.v5i4.20390

Similar Articles

1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.