Game-Based Applications for Traffic Education: A Systematic Literature Review

Authors

  • Raditya Awanda Program Studi Magister Informatika, Fakultas Teknologi Industri, Universitas Atma Jaya Yogyakarta
  • Theresia Devi Indriasari Program Studi Magister Informatika, Fakultas Teknologi Industri, Universitas Atma Jaya Yogyakarta

DOI:

https://doi.org/10.24002/jbi.v17i1.14780

Keywords:

Behavioral Change, Game-based Learning, Road Safety, Serious Games, Traffic Education, Pembelajaran Berbasis Game, Pendidikan Lalu Lintas, Perubahan Perilaku

Abstract

The rising number of traffic-related incidents among youth shows the need for more engaging traffic education methods. This systematic literature review examines the characteristics, learning objectives, game elements, and evaluation methods of traffic education games. Using Kitchenham’s framework, a structured search across three databases identified 10 primary studies from 834 articles. The findings show that most games target children and are delivered through mobile or virtual reality platforms. Their learning objectives primarily focus on reinforcing traffic knowledge and promoting behavioral change. Common game elements include points, objectives, and levels. Evaluation methods mostly assess performance and enjoyment, with generally positive results. This review also identifies a gap in studies targeting teenage learners. Future research can develop immersive and behavior-focused games with clear indicators to measure learning outcomes and behavioral change.

 

Meningkatnya jumlah insiden lalu lintas di kalangan remaja menunjukkan perlunya metode pendidikan lalu lintas yang lebih menarik. Tinjauan literatur sistematis ini mengkaji karakteristik, tujuan pembelajaran, elemen permainan, dan metode evaluasi pada game edukasi lalu lintas. Dengan menggunakan kerangka Kitchenham, pencarian terstruktur pada tiga basis data menghasilkan 10 studi utama dari 834 artikel. Temuan menunjukkan bahwa sebagian besar game menargetkan anak-anak dan disampaikan melalui platform mobile atau virtual reality. Tujuan pembelajarannya terutama berfokus pada penguatan pengetahuan lalu lintas dan perubahan perilaku. Elemen game yang umum digunakan meliputi poin, tujuan, dan level. Metode evaluasi sebagian besar menilai performa dan kesenangan pengguna, dengan hasil yang umumnya positif. Tinjauan ini juga mengidentifikasi adanya kesenjangan studi yang menargetkan remaja. Penelitian selanjutnya perlu mengembangkan game yang imersif dan berfokus pada perilaku, dengan indikator yang jelas untuk mengukur hasil pembelajaran dan perubahan perilaku.

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Published

2026-04-30