RANCANG BANGUN APLIKASI GAMIFIKASI UNTUK MENINGKATKAN KESADARAN KEAMANAN SIBER

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Raden Budiarto Hadiprakoso
Wina Agus Satria

Abstract

Pada awal tahun 2021 Badan Siber dan Sandi Negara melaporkan data serangan siber yang terjadi di Indonesia. Jumlah serangan yang diterima pada kuartal pertama tahun 2021 lebih dari 88 juta serangan. Serangan pengumpulan informasi menyumbang sebanyak 43% dari serangan ini. Serangan pengumpulan informasi menyumbang sebanyak 43% dari serangan ini. Sangat penting untuk menemukan cara untuk meningkatkan kesadaran keamanan siber untuk mencegah serangan pengumpulan informasi semacam itu. Akibatnya, sebuah penelitian dilakukan untuk menggunakan gamifikasi instruksional kesadaran keamanan siber untuk meningkatkan kesadaran keamanan siber komunitas. Menggunakan Software Development Lifecycle (SDLC) Personal Xtreme Programming, aplikasi gamifikasi SadarSiber ini dibuat dalam bentuk permainan kuis. Berdasarkan hasil kuesioner yang dibagikan kepada responden, aplikasi gamifikasi SadarSiber dapat meningkatkan kesadaran keamanan siber dan mencegah pengguna mengekspos data pribadinya kepada pihak yang tidak dikenal.

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References

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