SERIOUS GAME : LEARNING DIGITAL FORENSIC ACQUISITION TECHNIQUES TO INCREASE COMMUNITY AWARENESS

  • Muh. Ditra Pamungkas Magister Informatika Fakultas Teknologi Industri Universitas Islam Indonesia
  • Syarif Hidayat Magister Informatika Fakultas Teknologi Industri Universitas Islam Indonesia
  • Yudi Prayudi Magister Informatika Fakultas Teknologi Industri Universitas Islam Indonesia
Keywords: Acquisition Engineering, Design Thinking, Digital Forensicsm, Serious Game

Abstract

One of the common causes of cybercrime is the lack of education and public awareness of cybercrime and digital forensics, such as acquisition techniques. So far, only a few people know in general the digital forensic acquisition technique, because learning about this acquisition technique is difficult to obtain and difficult to understand. This study aims to apply Serious Game as a solution in increasing understanding and at the same time promoting the importance of basic acquisition techniques in the world of digital forensics to the public. The method used in this study is the Design Thinking method, which consists of: Empathize, Define, Ideate, Prototype, and Test. The results obtained in this study are a serious game built using the Unity 3D application. There are several displays produced, including: splash screen, quests/challenges, instructions, simulation of acquisition techniques, selection of evidence, and quizzes. Based on the blackbox testing carried out, it was found that the application had been developed as expected.

Downloads

Download data is not yet available.

References

M. Y. Muktitama, “Game Untuk Crime Scene Investigation (Studi Kasus Digital Evidence),” hlm. 11, 2019.

I. Puspitasari, “Pertanggungjawaban Pidana Pelaku Tindak Pidana Penipuan Online Dalam Hukum Positif Di Indonesia,” Fakultas Hukum Universitas Diponegoro, vol. 8, hlm. 14, Mei 2018.

M. R. Ramadhani dan A. R. Pratama, “Analisis Kesadaran Cybersecurity Pada Pengguna Media Sosial Di Indonesia,” Informatics Department Universitas Islam Indonesia, vol. 1, hlm. 8, 2020.

M. S. Asyaky, N. Widiyasono, dan R. Gunawan, “Analisis dan Perbandingan Bukti Digital Aplikasi Instant Messenger Pada Android,” vol. 3, hlm. 12, 2018.

H. Haryanto dan W. S. Sari, “Serious Game Berbasis Konsep Open World Sebagai Sarana Belajar Mandiri Dalam Pengenalan Bahasa Mandarin Untuk Anak,” vol. 11, no. 4, hlm. 9.

F. Bellotti dkk., “Designing Serious Games for education: from Pedagogical principles to Game Mechanisms,” Proceedings of the 5th European Conference on Games Based Learning. University of Athens, Greece, hlm. 9, 2011.

Y. Prayudi, Problema Dan Solusi Digital Chain Of Custody Dalam Proses Investigasi Cybercrime. 2014.

F. Yudha, E. Ramadhani, F. Rahma, dan W. N. Hamzah, “Pendekatan DD Sebagai Salah Satu Teknik Akuisisi Perangkat Android,” security, vol. 3, no. 1, hlm. 33–38, Jul 2020, doi: 10.14421/security.2020.3.1.2000.

Mkfaridi, “Melakukan Akuisisi dengan Menggunakan Metode Physical dan Logical Aquisition pada Aplikasi FTK Imager Terhadap Bukti Elektronik,” wordpress.com, 10 Januari 2018. [Daring]. Tersedia pada: https://digitalforensiku.wordpress.com/2018/01/10/melakukan-akuisisi-dengan-metode-physical-dan-logical-aquisition-terhadap-bukti-elektronik-menggunakan-aplikasi-ftk-imager/

U. Ritterfeld, M. J. Cody, dan P. Vorderer, Ed., Serious games: mechanisms and effects. New York: Routledge, 2009.

H. Haryanto dan W. S. Sari, “Serious Game Berbasis Konsep Open World Sebagai Sarana Belajar Mandiri Dalam Pengenalan Bahasa Mandarin Untuk Anak,” vol. 11, no. 4, hlm. 9, Nov 2012.

P. Chen dan R. Huang, “Design Thinking in App Inventor Game Design and Development: A Case Study,” dalam 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT), Timisoara, Romania, Jul 2017, hlm. 139–141. doi: 10.1109/ICALT.2017.161.

I. D. Rahadianto, “Game Simulasi Manajemen Produksi Game Dengan Metode Agile Development,” JPP, vol. 21, no. 2, hlm. 49–65, Agu 2021, doi: 10.17509/jpp.v21i2.37405.

M. F. Rivaldi, L. Afuan, and A. K. Nugroho, “DESIGN AND BUILD A CAREER CENTER INFORMATION SYSTEM USING THE CODEIGNITER FRAMEWORK CASE STUDY AT UNIVERSITAS JENDERAL SOEDIRMAN USING WATERFALL METHOD,” J. Tek. Inform., vol. 3, no. 3, pp. 731–738, 2022, [Online]. Available: https://doi.org/10.20884/1.jutif.2022.3.3.322

Y. I. Kurniawan, U. H. Yulianti, N. G. Yulianita, and A. P. Pratama, “ENGLISH LEARNING EDUCATIONAL GAMES FOR HEARING AND SPEECH IMPAIRMENT STUDENTS AT SLB B YAKUT PURWOKERTO,” J. Tek. Inform., vol. 3, no. 3, pp. 781–790, 2022, doi: https://doi.org/10.20884/1.jutif.2022.3.3.317.

Published
2022-12-26
How to Cite
[1]
M. D. Pamungkas, S. Hidayat, and Y. Prayudi, “SERIOUS GAME : LEARNING DIGITAL FORENSIC ACQUISITION TECHNIQUES TO INCREASE COMMUNITY AWARENESS”, J. Tek. Inform. (JUTIF), vol. 3, no. 6, pp. 1757-1764, Dec. 2022.