Cashcheck Interactive Educational Game: GDLC Implementation and UEQ-Based User Experience Analysis for Preventing the Circulation of Counterfeit Money
| dc.contributor.advisor | Mu'minin, Amirul | |
| dc.contributor.author | Hidayat, Ilham Taufik | |
| dc.date.accessioned | 2026-09-02T04:39:06Z | |
| dc.date.issued | 2026-07-22 | |
| dc.description | Paper ini membahas pengembangan game edukasi Cashcheck yang dirancang untuk meningkatkan literasi masyarakat, khususnya Generasi Z, dalam mengenali keaslian uang rupiah. Game dikembangkan menggunakan framework GDLC (Game Development Life Cycle) melalui enam fase (Initiation, Pre-Production, Production, Testing/Alpha, Beta Testing, Release), dengan mekanik core-loop, sistem feedback berlapis, kesulitan bertingkat, dan pendekatan challenge-based learning. Evaluasi pengalaman pengguna dilakukan menggunakan User Experience Questionnaire (UEQ) 26 item terhadap 50 responden Gen Z, menghasilkan skor keseluruhan 1.57 (kategori Excellent). Game ini telah dirilis secara publik di platform itch.io sebagai media edukasi interaktif untuk pengenalan keaslian uang rupiah. | |
| dc.description.abstract | The circulation of counterfeit money in Indonesia poses a real threat that disrupts the financial stability and economic welfare of the public. One contributing factor is the limited financial literacy found among Generation Z (aged 15–24). This research aims to strengthen public literacy regarding the authenticity of the Indonesian rupiah by presenting the development and evaluation of Cashcheck, an educational puzzle/simulation game built as game application software and designed to improve the ability to identify genuine rupiah banknotes. The development was carried out using the Game Development Life Cycle (GDLC) framework across six systematic phases. The game design incorporates a core-loop mechanic, multi-level difficulty escalation, a layered feedback system, and a challenge-based learning approach. The user-experience evaluation was conducted using the standard 26-item User Experience Questionnaire (UEQ) involving 50 Generation Z respondents. The results show that Cashcheck achieved an overall mean of 1.57, which falls into the Excellent category, with a Pragmatic Quality of 1.78 and a Hedonic Quality of 1.11. At the subscale level, Attractiveness (1.87), Perspicuity (1.95), Dependability (1.78), and Stimulation (1.59) reached the Excellent category and Efficiency (1.61) the Good category, while Novelty (0.64) was the only subscale below the benchmark average, reflecting a deliberate retro design direction and familiar interaction patterns rather than a design flaw. The final build was published on itch.io, confirming Cashcheck as fit interactive educational media for rupiah-authenticity identification among Generation Z. | |
| dc.identifier.citation | IEEE | |
| dc.identifier.issn | - | |
| dc.identifier.kodeprodi | KODEPRODI90349#Teknologi Rekayasa Multimedia | |
| dc.identifier.nidn | NIDN8935160022 | |
| dc.identifier.nim | NIM4312201124 | |
| dc.identifier.uri | https://repository.polibatam.ac.id//handle/PL29/6795 | |
| dc.language.iso | en_US | |
| dc.publisher | Politeknik Negeri Batam | |
| dc.relation.ispartofseries | -; - | |
| dc.subject | GDLC | |
| dc.subject | Educational Game | |
| dc.subject | UEQ | |
| dc.subject | Counterfeit Money | |
| dc.subject | Gen Z. | |
| dc.title | Cashcheck Interactive Educational Game: GDLC Implementation and UEQ-Based User Experience Analysis for Preventing the Circulation of Counterfeit Money | |
| dc.title.alternative | Game Edukasi Interaktif Cashcheck: Implementasi GDLC dan Analisis Pengalaman Pengguna Berbasis UEQ untuk Pencegahan Peredaran Uang Palsu | |
| dc.type | Article |
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