Pengembangan Game Edukasi Berbasis Website untuk Reduksi Stres Akademik Mahasiswa
Keywords:
Academic Stress, Educational Games, Mental Health, Websites, StigmaAbstract
Mental health has become a critical global issue, with the prevalence of emotional disorders continuing to rise, including in Indonesia. In the university setting, senior students are vulnerable to academic stress due to the demands of completing their final projects, a situation exacerbated by society’s negative stigma toward individuals who need psychological support. This study aims to design and develop a self-help tool in the form of an interactive and easily accessible web-based educational game. The method used in this study is Research and Development (R&D) employing the systematic ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model to ensure the validity of psychological content and technological functionality. This game is designed to provide non-clinical intervention through gamification mechanisms that integrate relaxation techniques and mental health education to minimize access barriers caused by medical stigma. The research results are expected to demonstrate that the use of a web-based game is effective in providing initial psychological support, reducing mild anxiety levels, and improving mental health literacy among college students. The implementation of this system offers a practical contribution as an inclusive, low-pressure digital alternative for individuals seeking self-directed mental health support..
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