Pengembangan Aplikasi Mobile Berbasis Gamifikasi untuk Mengelola Kecemasan pada Generasi Z dengan Metode Agile DSDM

Basalamah, Nizar Zeth (2026) Pengembangan Aplikasi Mobile Berbasis Gamifikasi untuk Mengelola Kecemasan pada Generasi Z dengan Metode Agile DSDM. Undergraduate thesis, Universitas Muhammadiyah Surabaya.

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Abstract

Generasi Z yang lahir antara tahun 1997–2012 menghadapi berbagai tantangan dalam kehidupan sehari-hari, seperti tekanan akademik, tuntutan karier, dan tekanan sosial yang dapat memicu stres serta gangguan kecemasan. Meskipun kesadaran akan pentingnya kesehatan mental semakin meningkat, banyak dari mereka yang masih enggan mencari bantuan profesional akibat stigma sosial, keterbatasan akses layanan psikologis, atau kurangnya pemahaman mengenai solusi yang tersedia. Berdasarkan Asia Care Survey tahun 2024, sekitar 61% Generasi Z Indonesia mengalami perubahan suasana hati (mood swing), 54% mengalami gangguan tidur, dan 37% mengaku sering merasa cemas. Selain itu, sekitar 91,82% pengguna smartphone di Indonesia didominasi oleh Generasi Z, menunjukkan potensi besar dalam pemanfaatan teknologi digital untuk mendukung pengelolaan kecemasan. Salah satu inovasi yang berkembang adalah Digital Health Interventions (DHI) berbasis aplikasi mobile. Ditemukan bahwa 89% laki-laki Generasi Z menyatakan ketertarikannya dalam bermain gim, sementara pada perempuan mencapai 56%. Oleh karena itu, pendekatan gamifikasi dipilih karena mampu meningkatkan keterlibatan pengguna melalui elemen permainan seperti tantangan harian, sistem level-up, dan penghargaan digital. Pendekatan ini dinilai relevan dengan karakter Generasi Z yang akrab dengan interaksi digital dan sistem reward. Penelitian ini bertujuan untuk mengembangkan aplikasi mobile berbasis gamifikasi yang berfokus pada pengelolaan kecemasan Generasi Z melalui fitur latihan pernapasan (4-7-8 Breathing), metode grounding, dan mini jurnal reflektif. Aplikasi ini dikembangkan dengan metode Gamifikasi dan Agile, menggunakan Firebase sebagai basis data utama. Dengan pendekatan interaktif dan menyenangkan, aplikasi ini diharapkan dapat menjadi inovasi dalam layanan digital mental health yang mampu membantu pengguna mengenali, memantau, dan mengelola tingkat kecemasannya secara mandiri. Hasil penelitian menunjukkan bahwa aplikasi mobile berbasis gamifikasi yang dikembangkan mampu meningkatkan keterlibatan pengguna serta membantu Generasi Z dalam mengenali, memantau, dan mengelola kecemasan secara mandiri melalui fitur latihan pernapasan, grounding, dan jurnal reflektif yang terintegrasi secara digital.

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Generation Z, born between 1997 and 2012, faces numerous challenges in daily life, including academic pressure, career demands, and social expectations that can trigger stress and anxiety disorders. Although awareness of mental health is increasing, many individuals in this cohort remain reluctant to seek professional help due to social stigma, limited access to psychological services, or a lack of understanding about available support options. According to the Asia Care Survey (2024), around 61% of Indonesia’s Generation Z experiences mood swings, 54% suffer from sleep disturbances, and 37% frequently feel anxious. Furthermore, 91.82% of smartphone users in Indonesia belong to Generation Z, highlighting the significant potential of digital technology in supporting anxiety management. One promising approach is Digital Health Intervention (DHI) through mobile applications. Studies indicate that 89% of male and 56% of female Generation Z respondents express interest in gaming, making gamification a relevant strategy to enhance user engagement through features such as daily challenges, level-up systems, and digital rewards—elements well aligned with their digitally native and reward-oriented behavior. This research aims to develop a gamification-based mobile application that focuses on managing anxiety among Generation Z through features such as the 4-7-8 Breathing technique, grounding exercises, and a reflective mini-journal. The application was developed using gamification principles integrated with the Agile DSDM method and utilizes Firebase as the main database. Through an interactive and enjoyable approach, the system is designed to serve as an innovative digital mental health platform that enables users to self-recognize, monitor, and manage their anxiety levels independently. The findings show that the developed gamified mobile application successfully enhances user engagement and assists Generation Z in managing anxiety more effectively through integrated digital features for breathing exercises, grounding, and reflective journaling.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Generasi Z, Kecemasan, Kesehatan Mental Digital, Gamifikasi, Generation Z, Anxiety, Digital Mental Health, Gamification
Subjects: B Philosophy. Psychology. Religion > BF Psychology
Q Science > QA Mathematics > QA76 Computer software
T Technology > T Technology (General)
T Technology > TK Electrical engineering. Electronics Nuclear engineering
Divisions: 08. Fakultas Teknik > Teknik Informatika
Depositing User: Nizar Zeth Basalamah
Date Deposited: 23 Apr 2026 07:49
Last Modified: 23 Apr 2026 07:49
URI: https://repository.um-surabaya.ac.id/id/eprint/11556

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