Pengembangan Aplikasi Web Manajemen Pengeluaran Mahasiswa dengan Pendekatan Gamifikasi Octalysis
Keywords:
manajemen keuangan mahasiswa, gamifikasi, Octalysis, Rapid Application Development, aplikasi webAbstract
Mahasiswa dituntut mengelola keuangan secara mandiri dengan sumber dana yang terbatas, namun tingginya paparan media sosial mendorong perilaku belanja konsumtif yang berisiko memicu financial distress. Aplikasi Personal Financial Management (PFM) berbasis web telah banyak dikembangkan, tetapi umumnya mengalami penurunan keterlibatan pengguna (novelty effect) setelah empat minggu penggunaan karena aktivitas pencatatan pengeluaran dirasa membosankan. Penelitian ini bertujuan mengembangkan aplikasi web manajemen pengeluaran mahasiswa, uXPense, dengan menerapkan kerangka gamifikasi Octalysis pada Core Drive 2 (Development & Accomplishment), Core Drive 3 (Empowerment of Creativity & Feedback), Core Drive 5 (Social Influence & Relatedness), dan Core Drive 8 (Loss & Avoidance) untuk membentuk kebiasaan pencatatan pengeluaran harian secara berkelanjutan. Pengembangan sistem menggunakan pendekatan mixed methods dan model Rapid Application Development (RAD) yang terdiri atas tahap Requirements Planning, tiga iterasi User Design (modul keuangan dasar, gamifikasi individu, serta gamifikasi sosial dan loss avoidance), Construction, dan Cutover. Sistem dibangun menggunakan React.js pada sisi front-end, Express.js pada sisi back-end, dan PostgreSQL sebagai basis data. Evaluasi sistem dilakukan melalui black box testing untuk memvalidasi bahwa seluruh fungsionalitas uXPense berjalan sesuai kebutuhan yang telah didefinisikan pada tahap Requirements Planning.
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