Penerapan Finite State Machine pada Gamifikasi Edukasi Literasi Gizi Berbasis Android
DOI:
https://doi.org/10.62411/tc.v25i3.16862Abstract
Pencapaian tujuan Program Makan Bergizi Gratis (MBG) menuntut pemahaman siswa terhadap nutrisi makanan yang mereka konsumsi. Proses edukasi yang monoton sering kali menjadi kendala dalam meningkatkan literasi gizi siswa sekolah dasar. Penelitian ini membangun media gamifikasi literasi gizi berbasis Android bernama NutriVo dengan memanfaatkan algoritma Finite State Machine (FSM) dan pendekatan Game Development Life Cycle (GDLC). Aplikasi ini menghadirkan dua minigame edukasi, yaitu Nutri Dash dan Quiz Battle, serta fitur peningkatan level karakter yang mengonversi data nutrisi MBG. Konversi ini mengubah protein menjadi Health Point, karbohidrat beserta energi menjadi Power, dan serat menjadi Stamina. Tiga diagram state FSM mengatur alur logika minigame dan peningkatan karakter secara deterministik. Pengujian User Acceptance Testing (UAT) pada 17 siswa kelas 5 SDN Cisuda menghasilkan predikat Sangat Baik untuk fungsionalitas dan kemudahan penggunaan. Pengujian pre-test dan post-test menunjukkan peningkatan nilai rata-rata dari 40,00 menjadi 88,24, dengan rerata N-Gain Score 0,81 berkategori Tinggi. Hasil ini membuktikan peran NutriVo dalam mendorong peningkatan literasi gizi siswa penerima Program Makan Bergizi Gratis. Kata Kunci - Gamifikasi, Literasi Gizi, NutriVo, Finite State Machine, Program Makan Bergizi GratisDownloads
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