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Perancangan Gamifikasi Berbasis Artificial Intelligence untuk Mendukung Perilaku Pengurangan Food Waste pada Young Adults

Rebeka Manurung, Ir. Dawi Karomati Baroroh, S.T., M.Sc., Ph.D., IPM.

2026 | Skripsi | TEKNIK INDUSTRI

Food waste merupakan permasalahan yang terjadi pada tahap konsumsi, termasuk pada sektor food service seperti restoran. Pada restoran dengan sistem prasmanan, konsumen menentukan sendiri makanan yang diambil sehingga terdapat potensi terjadinya food waste. Kelompok young adults menjadi salah satu kelompok yang perlu diperhatikan karena memiliki tingkat food waste yang relatif tinggi. Penelitian ini bertujuan merancang gamifikasi berbasis Artificial Intelligence (AI) untuk mendukung perilaku pengurangan food waste pada young adults, mengevaluasi usabilitas aplikasi, menganalisis perubahan konstruk Theory of Planned Behavior (TPB), serta menganalisis perbedaan perilaku food waste berdasarkan jenis kelamin.
Penelitian melibatkan 34 responden yang terdiri dari 17 laki-laki dan 17 perempuan. Evaluasi perubahan konstruk Theory of Planned Behavior (TPB) dilakukan menggunakan desain within-subject, yaitu responden yang sama melakukan pengukuran sebelum intervensi, menggunakan aplikasi CleanPlate selama lima hari pada aktivitas makan siang di restoran prasmanan, kemudian melakukan pengukuran sesudah intervensi. Selain itu, responden mengisi System Usability Scale (SUS) setelah menggunakan aplikasi. Analisis perilaku food waste berdasarkan jenis kelamin dilakukan dengan membandingkan waste rate antara kelompok laki-laki dan perempuan sebagai dua kelompok independen.
Hasil penelitian menunjukkan bahwa CleanPlate berhasil dirancang dengan fitur deteksi jenis food waste berbasis AI dan elemen gamifikasi berupa progression dan stats. Skor rata-rata SUS sebesar 86,10 menunjukkan usabilitas aplikasi yang baik. Penggunaan aplikasi belum menunjukkan perbedaan signifikan pada seluruh konstruk TPB sebelum dan sesudah intervensi. Namun, terdapat perbedaan signifikan waste rate antara laki-laki dan perempuan (p = 0,030), dengan waste rate perempuan sebesar 64,7?n laki-laki sebesar 48,2%. 
Kata Kunci: Food Waste, Artificial Intelligence, Gamifikasi, Theory of Planned Behavior, dan Usabilitas.

Food waste is a problem that occurs at the consumption stage, including in the food service sector such as restaurants. In buffet-style restaurants, consumers determine the food they take themselves, which creates the potential for food waste. Young adults are one of the groups that require attention because they have a relatively high level of food waste. This study aims to design Artificial Intelligence (AI)-based gamification to support food waste reduction behavior among young adults, evaluate the usability of the application, analyze changes in Theory of Planned Behavior (TPB) constructs, and analyze differences in food waste behavior based on gender.
This study involved 34 respondents, consisting of 17 males and 17 females. Changes in the Theory of Planned Behavior (TPB) constructs were evaluated using a within-subject design. The TPB constructs were measured before the intervention and after intervention, with participants using the CleanPlate application for five days during lunchtime at a buffet-style restaurant between two measurements. Respondents also completed the System Usability Scale after using the application. Food waste behavior based on gender was analyzed by comparing the waste rates of male and female respondents as two independent groups.
The results showed that CleanPlate was successfully developed with AI based food waste type detection features and gamification elements in the form of progression and stats. The average SUS score of 86.10 indicated good application usability. The use of the application did not show significant differences in any of the TPB constructs before and after the intervention. However, there was a significant difference in waste rate between males and females (p = 0.030), with a waste rate of 64.7% for females and 48.2% for males.
Keywords: Food Waste, Artificial Intelligence, Gamification, Theory of Planned Behavior, and Usability.

Kata Kunci : Food Waste, Artificial Intelligence, Gamifikasi, Theory of Planned Behavior, dan Usabilitas.

  1. S1-2026-503083-abstract.pdf  
  2. S1-2026-503083-bibliography.pdf  
  3. S1-2026-503083-tableofcontent.pdf  
  4. S1-2026-503083-title.pdf