Pengembangan Aplikasi Mobile Stop Judol untuk Pencegahan dan Rehabilitasi Kecanduan Judi Online
Abstract
The rise of online gambling in Indonesia has caused serious psychological and financial impacts. This study developed a mobile application called Stop Judol, based on Flutter, aimed at supporting self-directed prevention and rehabilitation of online gambling addiction. The research applied the Research and Development (R&D) method using both qualitative and quantitative approaches. The development followed an iterative model consisting of needs analysis, interface design using Figma, implementation with Flutter and the Flutter Floor local database, and chatbot integration using the Gemini API. The app features include daily check-ins, loss tracking, progress statistics, educational articles, reflective videos, quick help, and an interactive chatbot. Testing results showed that the app performed well technically and received positive responses from potential users. The user-centered design and interactive features effectively enhanced awareness and self-control. This study demonstrated that digital solutions through mobile applications hold significant potential in supporting behavioral addiction recovery.
Keywords: Digital rehabilitation; Online gambling addiction; Flutter; Mobile application; Chatbot
Abstrak
Maraknya judi online di Indonesia menimbulkan dampak psikologis dan finansial yang serius. Penelitian ini mengembangkan aplikasi mobile Stop Judol berbasis Flutter untuk mendukung pencegahan dan rehabilitasi kecanduan judi online secara mandiri. Metode yang digunakan adalah Research and Development (R&D) dengan pendekatan kualitatif dan kuantitatif. Pengembangan mengikuti model iteratif melalui tahapan analisis kebutuhan, perancangan antarmuka dengan Figma, implementasi menggunakan Flutter dan database lokal Flutter Floor, serta integrasi chatbot berbasis Gemini API. Fitur utama aplikasi meliputi check-in harian, pencatatan kerugian, statistik kemajuan, artikel edukatif, video reflektif, bantuan cepat, dan chatbot interaktif. Hasil pengujian menunjukkan bahwa aplikasi berfungsi baik secara teknis dan memperoleh respons positif dari calon pengguna. Pendekatan desain berbasis pengguna dan fitur interaktif terbukti meningkatkan kesadaran serta pengendalian diri. Penelitian ini membuktikan bahwa solusi digital berbasis aplikasi mobile memiliki potensi dalam mendukung pemulihan adiksi perilaku.
Keywords
References
A. Laras, N. Salvabillah, C. Caroline, J. Delas, F. Dinda, and M. Finanto, “Analisis Dampak Judi Online di Indonesia,” Concept J. Soc. Humanit. Educ., vol. 3, no. 2, pp. 320–331, 2024, [Online]. Available: https://doi.org/10.55606/concept.v3i2.1304
Riski Kamila Juliani, Muhammad Satria, Reza Mauldy Raharja, and Wika Hardika Legiani, “Fenomena Judi Online di Kalangan Generasi Muda,” Khatulistiwa J. Pendidik. dan Sos. Hum., vol. 4, no. 2, pp. 113–122, 2024, doi: 10.55606/khatulistiwa.v4i2.3221.
O. Ambarita et al., “Upaya pencegahan judi online pada usia remaja,” vol. 4, no. 01, pp. 103–120, 2025.
H. F. B Aziz, M Rasmanah, “Keefektifan Konseling Kelompok Teknik Thought Stopping Untuk Mengurangi Kecanduan Judi Online (Slot) Pada Mahasiswa,” vol. 04, no. 02, pp. 220–230, 2024, [Online]. Available: https://jurnal.iuqibogor.ac.id/index.php/cons-iedu/article/view/932/741
M. Raja and H. Yulianto, “Determinan Sosio-Ekonomi dan Teknologis Penyebab Kecanduan Judi Online pada Generasi Muda di Wilayah Urban Socio-Economic and Technological Determinants of Online Gambling Addiction among the Youth in Urban Areas,” pp. 4066–4077, 2025.
A. S. Alkarni and T. Taun, “Upaya Kepolisian Dalam Pencegahan Kejahatan Judi Online (Studi Kasus Judi Slot),” J. Ilm. Wahana Pendidik., vol. 9, no. 4, pp. 55–59, 2023.
N. A. Adlina, “Efektivitas Penegakan Hukum Perjudian Online di Indonesia: Mengatasi Hambatan Regulasi dan Implementasi,” J. ilmu Hukum, Sos. dan Hum., vol. 2, no. November 2024, pp. 197–208, 2025.
R. S. Wicaksono, B. J. M. Putra, and B. Hikmahwan, “Rancangan dan Implementasi Aplikasi Kepramukaan ‘Strong Scout’ Berbasis Android,” J. Electr. Electron. Mech. Inform. Soc. Appl. Sci., vol. 1, no. 1, pp. 18–25, 2022, doi: 10.58991/eemisas.v1i1.7.
G. Humphrey et al., “Adapting an Evidence-Based e-Learning Cognitive Behavioral Therapy Program Into a Mobile App for People Experiencing Gambling-Related Problems: Formative Study,” JMIR Form. Res., vol. 6, no. 3, pp. 1–19, 2022, doi: 10.2196/32940.
M. R. Herfian and A. R. Adriansyah, “Analisis dan Perancangan Aplikasi Chatbot dalam Pelayanan Penerimaan Mahasiswa Baru pada Perguruan Tinggi,” J. Inform. Terpadu, vol. 7, no. 2, pp. 87–93, 2021, doi: 10.54914/jit.v7i2.370.
Bagus Fatwan Alfiat, Puspa Eosina, and Safaruddin Hidayat Al Ikhsan, “Perancangan Aplikasi Chatbot Menggunakan Wit.Ai pada Sistem SPP-IRT Berbasis Web,” J. Inform. Univ. Pamulang, vol. 6, no. 4, pp. 2622–4615, 2021, [Online]. Available: https://openjournal.unpam.ac.id/index.php/informatika/article/view/13327
R. F. Imtihan and M. D. Ula, “Strategi Pencegahan Dan Penanganan Kecanduan Judi Online Di Kalangan Remaja Di Wilayah Desa Ungaran,” Triwikrama J. Ilmu Sos., vol. 3, no. 11, pp. 71–80, 2023, [Online]. Available: https://doi.org/10.6578/triwikrama.v3i11.3936
M. D. R. Haque and S. Rubya, “An Overview of Chatbot-Based Mobile Mental Health Apps: Insights From App Description and User Reviews,” JMIR mHealth uHealth, vol. 11, no. 4, p. e44838, 2023, doi: 10.2196/44838.
D. Angelo and R. Ridho, “Rancang Bangun Penjualan Lisence Key Berbasis Web Pada Pt. Gfsoft Indonesia,” J. Comasie, vol. 2, no. 1, pp. 45–53, 2022, [Online]. Available: https://ejournal.upbatam.ac.id/index.php/comasiejournal/article/view/5051%0A
M. Darwis, D. Apriani, D. Islamiyati, and R. Agam, “Pengembangan Aplikasi MyNeeds Berorientasi Objek Untuk Memantau Keuangan Mahasiswa,” Syntax J. Inform., vol. 12, no. 02, pp. 16–26, 2023, doi: 10.35706/syji.v12i02.9926.
How To Cite This :
Refbacks
- There are currently no refbacks.