game edukasi cara penanaman singkong berbasis...
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GAME EDUKASI CARA PENANAMAN SINGKONG
BERBASIS ANDROID
“SINGKONG DAY”
ERGAS AKHIR
TUGAS AKHIR
Diajukan Untuk Memenuhi
Persyaratan Guna Meraih Gelar Sarjana Strata 1
Teknik Informatika Universitas Muhammadiyah Malang
Disusun Oleh:
Muhammad Hendra
NIM : 201510370312097
JURUSAN TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MUHAMMADIYAH MALANG
2017
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GAME EDUKASI CARA PENANAMAN SINGKONG
BERBASIS ANDROID
“SINGKONG DAY”
HALAMAN JUDUL
TUGAS AKHIR
Diajukan Untuk Memenuhi
Persyaratan Guna Meraih Gelar Sarjana Strata 1
Teknik Informatika Universitas Muhammadiyah Malang
Disusun Oleh:
Muhammad Hendra
NIM : 201510370312097
JURUSAN TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MUHAMMADIYAH MALANG
2017
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ABSTRAK
Singkong merupakan tanaman yang sangat banyak dibudidayakan hampir
diseluruh Indonesia. Secara potensi nilai ekonomi dan sosial sangat berguna untuk
dijadikan bahan pangan masa depan. Singkong banyak mengandung karbohidrat dan
sumber gizi lainnya.
Singkong bisa ditanam di sembarang tempat, ini sangat bermanfaat bagi tanah
yang kering dan tandus karena pada tanah ini bisa ditanami singkong. Singkong juga
tidak memerlukan biaya yang mahal serta singkong itu sendiri yang bisa dijadikan
berbagai macam olahan.
Menanam singkong memerlukan ketelitian agar mendapat hasil yang memuaskan,
ada prosedur yang harus diperhatikan dari menanam bibit, pemupukan, penyiraman
hingga panen. Maka dari itu pembuat ingin mengedukasikan kepada masyarakat
tentang bagaimana menanam singkong yaitu melalui game edukasi. Genre game
simulasi sangat cocok untuk penanaman singkong karena genre ini lebih mengarah
kepada kehidupan nyata. Game ini menggunakan metode GDLC (Game Development
Life Cycle).
Kata kunci: Game, Edukasi, Singkong, Simulasi
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ABSTRACT
Cassava is a plant that is very much cultivated almost throughout Indonesia.
Potentially economic and social value is very useful to be used as food for the future.
Cassava contains many carbohydrates and other nutrients.
Cassava can be planted in any place, it is very useful for dry and barren soil
because on this land can be planted with cassava. Cassava also does not require a
high cost and cassava itself that can be made a variety of preparations.
Planting cassava requires precision to get satisfactory results, there are procedures
that must be considered from planting seeds, fertilizing, watering until harvest.
Therefore, the makers want to educate the public about how to grow cassava through
educational games. Genre of simulation game is very suitable for cassava planting
because this genre is more directed to real life. This game uses the GDLC (Game
Development Life Cycle) method.
Keywords: Game, Education, Cassava, Simulation
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KATA PENGANTAR
Puji syukur penulis panjatkan kepada Allah Subhanahu wata’ala yang telah
melimpahkan rahmat, taufik, hidayah dan inayah-Nya sehingga penulis dapat
menyelesaikan laporan tugas akhir.
Adapun maksud dan tujuan Tugas Akhir yang berjudul Game Edukasi Cara
Penanaman Singkong Berbasis Android “SINGKONG DAY” ini dapat
diselesaikan guna memenuhi persyaratan akademis untuk menyelesaikan program
Strata 1 (S1) pada Jurusan Teknik Informatika, Fakultas Teknik, Universitas
Muhammadiyah Malang.
Pada kesempatan ini, penulis menyampaikan rasa terima kasih yang sebesar-
besarnya kepada mereka yang telah memberikan dorongan dan bimbingan serta
pengarahan dalam menyelesaikan laporan tugas akhir ini, yaitu kepada:
1. Kedua Orang tua yang telah memberikan semangat dan mendukung secara moral,
spiritual dan material.
2. Bapak Eko Budi Cahyono, S.Kom., MT., selaku dosen pembimbing I yang sangat
membantu dalam memberikan bimbingan serta arahan dalam penyelesaian tugas
akhir ini.
3. Bapak Wildan Suharso, S.Kom., M.Kom., selaku dosen pembimbing II yang
sangat membantu dalam memberikan bimbingan serta arahan dalam penyelesaian
tugas akhir ini.
4. Teman seperjuangan Tino Firmansyah, Muhammad Riza Rafsanjani, M. Rizky
Iman P, Nurwisnu, Zata Dini A, Khairunnisa, Nina Maulina dan satu rumah m8.
5. Teman-teman semuanya yang tidak bisa disebutkan satu-satu.
Akhirnya penulis berharap agar laporan tugas akhir ini bermanfaat bagi kita semua.
Malang, Oktober 2017
Penulis
Muhammad Hendra
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DAFTAR ISI
COVER ............................................................................................................................ i
HALAMAN JUDUL ....................................................................................................... ii
LEMBAR PERSETUJUAN ........................................................................................... iii
LEMBAR PENGESAHAN ............................................................................................. iv
LEMBAR PERNYATAAN ............................................................................................. v
ABSTRAK ....................................................................................................................... vi
ABSTRACT ..................................................................................................................... vii
KATA PENGANTAR ..................................................................................................... viii
DAFTAR ISI .................................................................................................................... ix
DAFTAR GAMBAR ....................................................................................................... xi
DAFTAR TABEL ........................................................................................................... xiii
DAFTAR LAMPIRAN ................................................................................................... xiii
BAB I PENDAHULUAN ................................................................................................ 1
1.1 Latar Belakang Masalah ........................................................................................ 1
1.2 Rumusan Masalah ................................................................................................. 3
1.3 Tujuan .................................................................................................................... 3
1.4 Batasan Masalah .................................................................................................... 3
1.5 Metodologi ............................................................................................................ 4
1.6 Sistematika Penulisan ............................................................................................ 5
BAB II LANDASAN TEORI ......................................................................................... 7
2.1 Game ...................................................................................................................... 7
2.1.1 Sejarah Game .............................................................................................. 7
2.1.2 Genre Game ................................................................................................ 7
2.1.3 Game Edukasi ............................................................................................. 12
2.1.4 Game Development Life Cycle (GDLC) ................................................... 13
2.2 Lingkungan Pengembangan ................................................................................... 14
2.2.1 Android ....................................................................................................... 14
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2.2.2 Unity 2D ....................................................................................................... 16
2.3 Singkong ................................................................................................................ 17
2.3.1 Cara Menanam Singkong ............................................................................. 17
BAB III ANALISA DAN PERANCANGAN SISTEM ................................................ 22
3.1 Initiation ................................................................................................................. 22
3.1.1 Analisa Sistem ............................................................................................ 22
3.1.2 Analisa Kebutuhan ...................................................................................... 22
3.1.3 Perancangan Gameplay ............................................................................... 22
3.2 Pre-Production ....................................................................................................... 27
3.2.1 Karakter ....................................................................................................... 27
3.2.2 Rancangan Alur Sistem ............................................................................... 31
3.2.3 Storyboard ................................................................................................... 32
3.2.4 Desain Halaman Antarmuka ....................................................................... 39
3.2.5 Audio ........................................................................................................... 41
BAB IV IMPLEMENTASI DAN PENGUJIAN ............................................................ 42
4.1 Implementasi .......................................................................................................... 42
4.1.1 Implementasi Karakter ................................................................................ 42
4.1.2 Implementasi Modul Halaman Alat dan Bahan .......................................... 42
4.1.3 Implementasi Modul ................................................................................... 43
4.2 Pengujian ................................................................................................................ 53
4.2.1 Heuristic Evaluation for Playablitiy (HEP) ................................................ 53
4.2.2 Playtesting Evaluation dan Gameflow Test ............................................... 56
BAB V KESIMPULAN DAN SARAN .......................................................................... 67
5.1 Kesimpulan ............................................................................................................ 67
5.2 Saran ...................................................................................................................... 67
DAFTAR PUSTAKA ...................................................................................................... 68
LAMPIRAN ............................................................................................................................... 70
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DAFTAR GAMBAR
Gambar 2.1 Game Super Mario Bross .............................................................................. 8
Gambar 2.2 Age of Empires ............................................................................................. 8
Gambar 2.3 Game Diablo ................................................................................................. 9
Gambar 2.4 Pro Evolution Soccer 2017 .......................................................................... 9
Gambar 2.5 Flight Simulator 2015 ................................................................................... 10
Gambar 2.6 Game SimCity ............................................................................................... 10
Gambar 2.7 Assassin’s Creed Chronicles China .............................................................. 11
Gambar 2.8 Game Candy Crush Saga ............................................................................. 11
Gambar 2.9 Game Dota 2 ................................................................................................. 12
Gambar 2.10 Komponen Utama Sistem Operasi Android ................................................ 14
Gambar 3.1 Finite State Machine .................................................................................... 25
Gambar 3.2 Petani ........................................................................................................... 27
Gambar 3.3 Singkong ....................................................................................................... 27
Gambar 3.4 Sabit ............................................................................................................. 28
Gambar 3.5 Cangkul ........................................................................................................ 28
Gambar 3.6 Hama ............................................................................................................ 29
Gambar 3.7 Pupuk ........................................................................................................... 29
Gambar 3.8 Penyiram Air ................................................................................................ 30
Gambar 3.9 Penyemprot Hama ........................................................................................ 30
Gambar 3.10 Sekop ......................................................................................................... 31
Gambar 3.11 Alur Sistem ............................................................................................... 31
Gambar 3.12 Tampilan Utama ......................................................................................... 32
Gambar 3.13 Tampilan Tentang Game ........................................................................... 33
Gambar 3.14 Tampilan Rumah Petani .............................................................................. 33
Gambar 3.15 Tampilan Alat dan Bahan............................................................................ 34
Gambar 3.16 Tampilan Memotong Bibit ........................................................................ 34
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Gambar 3.17 Tampilan Awal Dilahan ............................................................................. 35
Gambar 3.18 Tampilan Tampilan Membersihkan Lahan ................................................. 35
Gambar 3.19 Tampilan Menggemburkan Tanah ............................................................. 36
Gambar 3.20 Tampilan Menanam Bibit .......................................................................... 36
Gambar 3.21 Tampilan Pemupukan ................................................................................. 37
Gambar 3.22 Tampilan Penyemprotan Hama .................................................................. 37
Gambar 3.23 Tampilan Penyiraman ................................................................................ 38
Gambar 3.24 Tampilan Pemanenan ................................................................................. 38
Gambar 3.25 Tampilan Skor Akhir .................................................................................. 39
Gambar 3.26 Tampilan Tiga Menu .................................................................................. 39
Gambar 3.27 Tampilan Tentang Game ............................................................................ 40
Gambar 3.28 Tampilan Antarmuka ................................................................................. 40
Gambar 4.1 Tampilan Petani ........................................................................................... 42
Gambar 4.2 Tampilan Alat dan Bahan ............................................................................. 43
Gambar 4.3 Tampilan Utama ........................................................................................... 43
Gambar 4.4 Implementasi Main........................................................................................ 44
Gambar 4.5 Implementasi Membersihkan Lahan ............................................................ 45
Gambar 4.6 Implementasi Drag and Drop ....................................................................... 46
Gambar 4.7 Implementasi Menanam Bibit ...................................................................... 48
Gambar 4.8 Implementasi Pemupukan ............................................................................. 49
Gambar 4.9 Implementasi Singkong Subur .................................................................... 50
Gambar 4.10 Implementasi Pemupukan ......................................................................... 51
Gambar 4.11 Implementasi Siap Panen .......................................................................... 52
Gambar 4.12 Implementasi Panen ................................................................................... 52
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DAFTAR TABEL
Tabel 3.1 Storyboard ...................................................................................................................... 32
Tabel 4.1 Hasil Pengujian Heuristic Evaluation for Playablitiy ............................................. 53
Tabel 4.2 Hasil Uji Konsentrasi .................................................................................................. 56
Tabel 4.3 Hasil Uji Tantangan .................................................................................................... 58
Tabel 4.4 Hasil Uji Keterampilan ............................................................................................... 59
Tabel 4.5 Hasil Uji Kontrol ......................................................................................................... 61
Tabel 4.6 Hasil Uji Penyelesaian Tujuan .................................................................................. 63
Tabel 4.7 Hasil Uji Umpan Balik ............................................................................................... 64
Tabel 4.8 Hasil Uji Mendalami Game ....................................................................................... 65
DAFTAR LAMPIRAN
Data Hasil Uji .................................................................................................................................. 70
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