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PENGEMBANGAN GAME EDUKASI UNTUK PELAJAR SMP DI INDONESIA SKRIPSI Oleh Willy 1301032321 Andaru Wiratama 1301032914 Joseph Christanto 1301034421 Kelas / Kelompok : 07 PBT / Kelompok 6 Universitas Bina Nusantara Jakarta 2013

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PENGEMBANGAN GAME EDUKASI UNTUK PELAJAR SMP DI INDONESIA

SKRIPSI

Oleh

Willy 1301032321

Andaru Wiratama 1301032914

Joseph Christanto 1301034421

Kelas / Kelompok : 07 PBT / Kelompok 6

Universitas Bina Nusantara

Jakarta

2013

PENGEMBANGAN GAME EDUKASI UNTUK PELAJAR SMP DI INDONESIA

SKRIPSI

diajukan sebagai salah satu syarat

untuk gelar kesarjanaan pada

School of Computer Science

Jurusan Teknik Informatika

Jenjang Pendidikan Strata-1

Oleh

Willy 1301032321

Andaru Wiratama 1301032914

Joseph Christanto 1301034421

Kelas / Kelompok : 07 PBT / Kelompok 6

Universitas Bina Nusantara

Jakarta

2013

PENGEMBANGAN GAME EDUKASI UNTUK PELAJAR SMP DI INDONESIA

SKRIPSI

Disusun oleh :

Willy Andaru Wiratama Joseph Christanto

1301032321 1301032914 1301034421

Disetujui oleh :

Pembimbing

Adriani Halim, S.Kom., S.S., MPC.

Kddsn : D2974

Universitas Bina Nusantara

Jakarta

2013

PERNYATAAN

Dengan ini saya,

Nama : Andaru Wiratama

NIM : 1301032914

Nama : Joseph Christanto

NIM : 1301034421

Nama : Willy

NIM : 1301032321

Judul skripsi : Pengembangan Game Edukasi untuk Pelajar SMP di Indonesia

Memberikan kepada Universitas Bina Nusantara hak non-eksklusif untuk menyimpan,

memperbanyak, dan menyebarluaskan skripsi karya saya, secara keseluruhan atau hanya

sebagian atau hanya ringkasannya saja, dalam bentuk format tercetak dan atau elektronik.

Menyatakan bahwa saya, akan mempertahankan hak exclusive saya, untuk menggunakan

seluruh atau sebagian isi skripsi saya, guna pengembangan karya di masa depan,

misalnya bentuk artikel, buku, perangkat lunak, ataupun sistem informasi.

Jakarta, 3 Maret 2013

Andaru Wiratama Joseph Christanto Willy

UNIVERSITAS BINA NUSANTARA

________________________________________________________________________

School of Computer Science

Jurusan Teknik Informatika

Skripsi Sarjana Komputer

Semester Ganjir tahun 2012/2013

PENGEMBANGAN GAME EDUKASI UNTUK PELAJAR SMP DI INDONESIA

ABSTRAK

Tujuan penulisan skripsi ini adalah untuk merancang sebuah game edukasi PC yang ditujukan untuk membantu pembelajaran materi-materi pelajaran yang akan diujikan pada saat Ujian Nasional tingkat SMP, antara lain : Matematika, Ilmu Pengetahuan Alam, Bahasa Indonesia, dan Bahasa Inggris. Metode penelitian yang digunakan pada penulisan skripsi ini adalah metode analisis, metode perancangan, metode implementasi, dan metode evaluasi. Metode analisis terdiri dari survei yang berupa kuesioner kepada target pemain dan melakukan analisis terhadap game-game sejenis untuk menjadi bahan referensi. Metode perancangan meliputi perancangan interface menggunakan storyboard dan perancangan sistem dengan UML. Metode implementasi dan evaluasi dilakukan dengan cara menyebarkan game yang telah dibuat kepada target pemain dan memberikan survei berupa kuesioner yang berisi tentang tanggapan, saran, dan kritik. Hasil yang dicapai adalah sebuah aplikasi game bernama Dream School di mesin PC yang ber-genre campuran dengan mengambil beberapa unsur dari genre real-life simulation, action, dan adventure. Kesimpulan yang didapatkan adalah aplikasi game Dream School menyediakan sebuah game yang menarik untuk dimainkan dengan menerapkan delapan aturan emas, serta dapat memberikan pengetahuan tentang mata pelajaran yang diujikan pada Ujian Nasional SMP sekaligus melatih ketangkasan tangan pemainnya dengan memainkan salah satu fitur dari game Dream School ini.

Kata Kunci

Game, Edukasi, Ujian Nasional, SMP

EDUCATIONAL GAME DEVELOPMENT FOR JUNIOR HIGH SCHOOL

STUDENT IN INDONESIA

ABSTRACT

The purpose of writing this paper is to design an educational PC game aimed at helping teaching learning materials that will be tested at the National Examination junior level, such as: Mathematics, Natural Sciences, Indonesian, and English. The method of research used in writing this thesis is a method of analysis, design methods, methods of implementation, and evaluation methods. The method of analysis consisted of a questionnaire survey to target player and an analysis of similar games to be a reference material. The design method includes the interface design using storyboards and system design with UML. Methods of implementation and evaluation is done by spreading the games that have been made to target player and provide a questionnaire survey that contains comments, suggestions, and criticisms. The result achieved is a game application called Dream School on PC machines, which has mixed genre by taking some elements of the genre of real-life simulation, action, and adventure. The conclusions obtained are gaming applications Dream School provides an exciting game to be played with eight golden rules applied, and can provide knowledge about the subjects tested in the national examination junior level, as well as to train the dexterity of the players by playing one of the features of the game's Dream School. Keywords

Game, Education, National Exam, Junior Highschool

PRAKATA

Puji dan syukur kami panjatkan ke hadirat Tuhan YME, karena atas berkat dan

rahmat-Nya kami dapat menyelesaikan penulisan skripsi yang berjudul “Pengembangan

Game Edukasi untuk Pelajar SMP di Indonesia”. Penulisan skripsi ini dibuat untuk

memenuhi salah satu persyaratan agar dapat memperoleh gelar kesarjanaan pada Fakultas

Ilmu Komputer Teknik Informatika di Universitas Bina Nusantara, Jakarta.

Pada kesempatan yang tersedia ini, penulis meminta maaf sebesar-besarnya

apabila terdapat kesalahan dalam proses penyusunan skripsi ini. Penulis juga ingin

berterima kasih atas bantuan, dukungan, dan kerja sama yang luar biasa dari berbagai

pihak. Terima kasih penulis yang sebesar-besarnya ingin kami sampaikan kepada:

1. Bapak Prof. Dr. Ir. Harjanto Prabowo, MM selaku Rektor Universitas Binus, atas

fasilitas yang disediakan selama kami menjalani perkuliahan di Universitas Bina

Nusantara.

2. Bapak Fredy Purnomo, S.Kom., M.Kom. selaku Head of Computer Science dan

Head of Computer Science Department atas kesempatan yang telah diberikan

kepada penulis sehingga dapat menyelesaikan skripsi ini tepat waktu.

3. Ibu Yen Lina Prasetio, S.Kom., M.CompSc selaku Deputy Head of Computer

Science Department School - Academic & Operation dan Bapak Michael Yoseph

Ricky, S.Kom., MM selaku Deputy Head of Computer Science Department

School - Student & Alumni atas bantuan yang telah diberikan kepada penulis.

4. Ibu Adriani Halim, S.Kom., S.S., MPC selaku dosen pembimbing atas bantuan,

bimbingan, dan saran-saran yang telah diberikan dalam penyelesaian skripsi ini.

5. Seluruh staff pengajar Binus University yang pernah mengajar dan memberikan

ilmu pengetahuan yang sangat berharga kepada penulis.

6. Orang tua dan seluruh anggota keluarga penulis yang telah memberikan dukungan

baik secara material maupun secara moral dalam penulisan skripsi ini.

7. Teman-teman penulis atas waktu dan dukungan yang diberikan selama ini.

8. Serta semua pihak yang tidak dapat disebutkan satu persatu, yang turut membantu

penulisan skripsi ini baik langsung maupun tidak langsung.

Penulis menyadari penulisan skripsi ini masih jauh dari sempurna. Oleh karena

itu, penulis dengan rendah hati akan menerima kritik dan saran yang membangun terkait

dengan penulisan skripsi ini. Penulis berharap agar skripsi ini dapat memberikan manfaat

bagi para pembaca dan pihak-pihak yang membutuhkan.

Jakarta, 25 Januari 2013

Penulis

DAFTAR ISI

Halaman Judul .................................................................................................................... i

Halaman Judul Dalam ........................................................................................................ ii

Halaman Persetujuan Hard Cover .................................................................................... iii

Halaman Pernyataan Dewan Penguji ................................................................................ iv

Halaman Pemberian Hak Cipta Non Eksklusif ...................................................................v

Abstrak .............................................................................................................................. vi

Prakata............................................................................................................................... vii

Daftar Isi ........................................................................................................................... ix

Daftar Tabel ......................................................................................................................xv

Daftar Gambar ................................................................................................................ xvi

Daftar Lampiran .............................................................................................................. xxi

BAB 1 PENDAHULUAN .................................................................................................1

1.1 Latar Belakang ..................................................................................................1

1.2 Ruang Lingkup ..................................................................................................2

1.3 Tujuan dan Manfaat ..........................................................................................3

1.3.1 Tujuan ................................................................................................3

1.3.2 Manfaat ..............................................................................................3

1.4 Metodologi Penelitian .......................................................................................3

1.4.1 Metode Analisis .................................................................................3

1.4.2 Metode Perancangan ..........................................................................4

1.4.3 Metode Implementasi .........................................................................4

1.4.4 Metode Evaluasi .................................................................................4

1.5 Sistematika Penulisan .......................................................................................4

BAB 2 LANDASAN TEORI ............................................................................................6

2.1 Teori Umum ......................................................................................................6

2.1.1 Multimedia .........................................................................................6

2.1.1.1 Teks .....................................................................................6

2.1.1.2 Suara ...................................................................................6

2.1.1.3 Gambar ................................................................................7

2.1.1.4 Animasi ...............................................................................7

2.1.1.5 Video ...................................................................................8

2.1.2 Lima Faktor Manusia Terukur ...........................................................8

2.1.3 Eight Golden Rules of Interface Design ............................................9

2.1.4 Storyboard ........................................................................................10

2.1.5 Database ...........................................................................................11

2.1.5.1 XML ..................................................................................11

2.1.5.2 Kamus data ........................................................................12

2.1.6 Waterfall Model ...............................................................................12

2.1.7 UML .................................................................................................14

2.1.7.1 Use Case ............................................................................14

2.1.7.2 Use Case Specification .....................................................15

2.1.7.3 Class ..................................................................................19

2.1.7.4 Activity .............................................................................21

2.2 Teori Khusus ...................................................................................................24

2.2.1 Adobe Flash Professional ................................................................24

2.2.2 ActionScript .....................................................................................25

2.2.3 Game ................................................................................................26

2.2.3.1 Desain Game .....................................................................27

2.2.3.1.1 Konsep Game .....................................................29

2.2.3.1.2 Peran Pemain .....................................................29

2.2.3.1.3 Target Pemain ....................................................29

2.2.3.2 Genre Game ......................................................................30

2.2.3.3 Game Balancing ................................................................32

2.2.4 Game Edukasi ..................................................................................33

2.2.5 Ujian Nasional .................................................................................34

BAB 3 ANALISIS DAN PERANCANGAN .................................................................35

3.1 Analisis Game .................................................................................................35

3.1.1 Analisis User ....................................................................................35

3.1.2 Analisis Game Sejenis .....................................................................45

3.2 Analisis dan Solusi Kebutuhan User ...............................................................51

3.2.1 Analisis Sistem dan Kebutuhan User ...............................................51

3.2.2 Solusi Pemenuhan Kebutuhan User .................................................52

3.3 Perancangan Game ..........................................................................................53

3.3.1 Deskripsi Permainan ........................................................................53

3.3.1.1 Informasi Umum ...............................................................54

3.3.1.2 Cerita/Story .......................................................................54

3.3.1.3 Objektif/Tujuan .................................................................56

3.3.1.4 Konsep Game ....................................................................56

3.3.2 Komponen Game .............................................................................58

3.3.2.1 Karakter .............................................................................58

3.3.2.2 Achievement .....................................................................62

3.3.3 Game Balancing ...............................................................................63

3.3.3.1 Game Balancing pada Classpoint .....................................63

3.3.3.2 Game Balancing pada Typing Battle ...............................63

3.3.3.3 Game Balancing pada Treasure Hunt ...............................64

3.4 Perancangan Sistem ........................................................................................64

3.4.1 Use Case Diagram ............................................................................64

3.4.2 Use Case Narrative ..........................................................................66

3.4.3 Activity Diagram ..............................................................................84

3.4.4 Class Diagram ...............................................................................100

3.5 Perancangan Storyboard ...............................................................................101

BAB 4 IMPLEMENTASI DAN EVALUASI ............................................................131

4.1 Spesifikasi Implementasi ..............................................................................131

4.1.1 Spesifikasi Perangkat Keras ..........................................................131

4.1.2 Spesifikasi Perangkat Lunak .........................................................131

4.2 Cara Instalasi .................................................................................................132

4.3 Prosedur Penggunaan ....................................................................................135

4.3.1 Memulai Permainan .......................................................................135

4.3.2 Menu Utama ...................................................................................136

4.3.3 Cerita ..............................................................................................137

4.3.4 Input nama .....................................................................................139

4.3.5 Pergantian hari ...............................................................................139

4.3.6 Tutorial ...........................................................................................140

4.3.7 Relasi NPC .....................................................................................142

4.3.8 Typing Battle .................................................................................143

4.3.9 Treasure Hunt .................................................................................147

4.3.10 Petunjuk .......................................................................................148

4.3.11 Ujian .............................................................................................148

4.3.12 Menu in-game ..............................................................................149

4.3.13 Pencapaian ...................................................................................150

4.3.14 Peringkat Umum ..........................................................................152

4.3.15 Pengaturan ....................................................................................153

4.3.16 Kredit ...........................................................................................154

4.4 Evaluasi .........................................................................................................154

4.4.1 Evaluasi dari Segi Interaksi Manusia dan Komputer .....................154

4.4.2 Evaluasi dari Segi 5 Elemen Multimedia .......................................159

4.4.3 Evaluasi segi Pengguna ..................................................................163

4.4.4 Evaluasi Game Sejenis ...................................................................170

BAB 5 SIMPULAN DAN SARAN ...............................................................................174

5.1 Simpulan .......................................................................................................174

5.2 Saran .............................................................................................................174

DAFTAR PUSTAKA ...................................................................................................175

RIWAYAT HIDUP ......................................................................................................177

LAMPIRAN ................................................................................................................... L1

DAFTAR TABEL

Tabel 2.1 Keterangan gambar Class diagram ...................................................................21

Tabel 3.1 Hasil perbandingan game sejenis ......................................................................50

Tabel 3.2 Use Case Narrative I “main game” ...................................................................66

Tabel 3.3 Use Case Narrative II “melihat tutorial” ...........................................................67

Tabel 3.4 Use Case Narrative III “play/pause video” .......................................................68

Tabel 3.5 Use Case Narrative IV “keluar video” ..............................................................69

Tabel 3.6 Use Case Narrative V “melakukan battle” .......................................................70

Tabel 3.7 Use Case Narrative VI “menambah relasi” ......................................................71

Tabel 3.8 Use Case Narrative VII “melakukan treasure hunt” .........................................72

Tabel 3.9 Use Case Narrative VIII “melakukan test for hint” ..........................................74

Tabel 3.10 Use Case Narrative IX “pilih kelas” ................................................................75

Tabel 3.11 Use Case Narrative X “melakukan ujian” .......................................................76

Tabel 3.12 Use Case Narrative XI “melanjutkan game” ...................................................77

Tabel 3.13 Use Case Narrative XII “melakukan setting” ..................................................78

Tabel 3.14 Use Case Narrative XIII “menghitung hari”....................................................79

Tabel 3.15 Use Case Narrative XIV “melihat high score” ................................................80

Tabel 3.16 Use Case Narrative XV “melihat achievement” ..............................................81

Tabel 3.17 Use Case Narrative XVI “melihat credit”........................................................82

Tabel 3.18 Use Case Narrative XVII “keluar game” .........................................................82

Tabel 3.19 Use Case Narrative XVIII “mengganti soal dan jawaban”..............................83

Tabel 4.1 Tabel Evaluasi Game Sejenis ..........................................................................171

DAFTAR GAMBAR

Gambar 2.1 Model Waterfall .............................................................................................13

Gambar 2.2 Contoh diagram use case................................................................................15

Gambar 2.3 Contoh diagram use case specification versi high-level ................................16

Gambar 2.4 Contoh diagram use case specification versi expanded .................................17

Gambar 2.5 Contoh potongan gambar class diagram ........................................................20

Gambar 2.6 Contoh activity diagram .................................................................................23

Gambar 3.1 Hasil kuesioner pertanyaan 1 .........................................................................36

Gambar 3.2 Hasil kuesioner pertanyaan 2 .........................................................................36

Gambar 3.3 Hasil kuesioner pertanyaan 3 .........................................................................37

Gambar 3.4 Hasil kuesioner pertanyaan 4 .........................................................................38

Gambar 3.5 Hasil kuesioner pertanyaan 5 .........................................................................39

Gambar 3.6 Hasil kuesioner pertanyaan 6 .........................................................................39

Gambar 3.7 Hasil kuesioner pertanyaan 7 .........................................................................40

Gambar 3.8 Hasil kuesioner pertanyaan 8 .........................................................................41

Gambar 3.9 Hasil kuesioner pertanyaan 9 .........................................................................41

Gambar 3.10 Hasil kuesioner pertanyaan 10 .....................................................................42

Gambar 3.11 Hasil kuesioner pertanyaan 11 .....................................................................43

Gambar 3.12 Hasil kuesioner pertanyaan 12-15 ................................................................44

Gambar 3.13 Hasil kuesioner pertanyaan 16 .....................................................................45

Gambar 3.14 Persona 3 Portable ........................................................................................47

Gambar 3.15 Who Wants to be a Millionaire ....................................................................49

Gambar 3.16 Kendo Boy ...................................................................................................50

Gambar 3.17 Karakter utama .............................................................................................59

Gambar 3.18 Kepala sekolah .............................................................................................59

Gambar 3.19 Wali kelas .....................................................................................................60

Gambar 3.20 NPC teman sekelas.......................................................................................60

Gambar 3.21 NPC teman kelas lain ...................................................................................61

Gambar 3.22 Use Case Pemain ..........................................................................................65

Gambar 3.23 Use Case Admin...........................................................................................65

Gambar 3.24 Activity Diagram I “main game” .................................................................84

Gambar 3.25 Activity Diagram II “melihat tutorial” .........................................................85

Gambar 3.26 Activity Diagram III “play/pause video” .....................................................86

Gambar 3.27 Activity Diagram IV “keluar video” ............................................................87

Gambar 3.28 Activity Diagram V “melakukan battle” ......................................................88

Gambar 3.29 Activity Diagram VI “menambah relasi” .....................................................89

Gambar 3.30 Activity Diagram VII “melakukan treasure hunt” .......................................90

Gambar 3.31 Activity Diagram VIII “melakukan test for hint” ........................................91

Gambar 3.32 Activity Diagram IX “pilih kelas” ...............................................................92

Gambar 3.33 Activity Diagram X “melakukan ujian”.......................................................93

Gambar 3.34 Activity Diagram XI “melanjutkan game” ..................................................94

Gambar 3.35 Activity Diagram XII “melakukan setting” .................................................95

Gambar 3.36 Activity Diagram XIII “menghitung hari” ...................................................96

Gambar 3.37 Activity Diagram XIV “melihat high score” ...............................................96

Gambar 3.38 Activity Diagram XV “melihat achievement” .............................................97

Gambar 3.39 Activity Diagram XVI “melihat credit” .......................................................97

Gambar 3.40 Activity Diagram XVII “keluar game” ........................................................98

Gambar 3.41 Activity Diagram XVIII “mengganti soal dan jawaban” .............................99

Gambar 3.42 Class Diagram” ..........................................................................................100

Gambar 4.1 Prosedur Instalasi (1) ...................................................................................132

Gambar 4.2 Prosedur Instalasi (2) ...................................................................................132

Gambar 4.3 Prosedur Instalasi (3) ...................................................................................133

Gambar 4.4 Prosedur Instalasi (4) ...................................................................................133

Gambar 4.5 Prosedur Instalasi (5) ...................................................................................134

Gambar 4.6 Prosedur Instalasi (6) ...................................................................................134

Gambar 4.7 Prosedur Instalasi (7) ...................................................................................135

Gambar 4.8 Icon Game Dream School ............................................................................136

Gambar 4.9 Menu Utama ................................................................................................137

Gambar 4.10 Dialog Pembukaan ....................................................................................138

Gambar 4.11 Dialog dalam Kelas ...................................................................................138

Gambar 4.12 Input Nama Karakter ..................................................................................139

Gambar 4.13 Ganti Hari ...................................................................................................140

Gambar 4.14 Konfirmasi Tutorial....................................................................................141

Gambar 4.15 Pilihan Video Tutorial ................................................................................141

Gambar 4.16 Video Tutorial ............................................................................................142

Gambar 4.17 Relasi NPC dan pertanyaannya ..................................................................143

Gambar 4.18 Koridor Kelas .............................................................................................144

Gambar 4.19 Typing Battle (1) .......................................................................................145

Gambar 4.20 Typing Battle (2) .......................................................................................146

Gambar 4.21 Typing Battle (3) .......................................................................................146

Gambar 4.22 Koridor Kelas saat Event ...........................................................................147

Gambar 4.23 Pertanyaan untuk Mendapatkan Petunjuk ..................................................148

Gambar 4.24 Ujian ...........................................................................................................149

Gambar 4.25 Menu In-Game ...........................................................................................150

Gambar 4.26 Kelas Poin ..................................................................................................151

Gambar 4.27 Pencapaian .................................................................................................151

Gambar 4.28 Relasi ..........................................................................................................152

Gambar 4.29 Peringkat Umum ........................................................................................152

Gambar 4.30 Pengaturan Grafis ......................................................................................153

Gambar 4.31 Pengaturan Suara........................................................................................153

Gambar 4.32 Kredit .........................................................................................................154

Gambar 4.33 Peletakan tombol menu yang konsisten .....................................................155

Gambar 4.34 Pilihan video tutorial untuk pemakai pemula ............................................155

Gambar 4.35 Contoh penerapan umpan balik yang informatif ........................................156

Gambar 4.36 Contoh dialog yang menghasilkan suatu penutupan ..................................156

Gambar 4.37 Contoh penanganan kesalahan ...................................................................157

Gambar 4.38 Contoh tampilan untuk kembali ke tindakan sebelumnya .........................158

Gambar 4.39 Contoh tampilan yang mendukung tempat pengendali internal.................159

Gambar 4.40 Contoh tombol yang familiar dan diketahui oleh umum ...........................159

Gambar 4.41 Dialog .........................................................................................................160

Gambar 4.42 Gambar pada Game Dream School ............................................................161

Gambar 4.43 Animasi pada Typing Battle (1) .................................................................161

Gambar 4.44 Animasi pada Typing Battle (2) .................................................................162

Gambar 4.45 Gambar Video pada Game Dream School .................................................162

Gambar 4.46 Hasil Kuesioner Evaluasi pertanyaan 1 .....................................................163

Gambar 4.47 Hasil Kuesioner Evaluasi pertanyaan 2 .....................................................164

Gambar 4.48 Hasil Kuesioner Evaluasi pertanyaan 3 .....................................................165

Gambar 4.49 Hasil Kuesioner Evaluasi pertanyaan 4 .....................................................165

Gambar 4.50 Hasil Kuesioner Evaluasi pertanyaan 5 .....................................................166

Gambar 4.51 Hasil Kuesioner Evaluasi pertanyaan 6 .....................................................167

Gambar 4.52 Hasil Kuesioner Evaluasi pertanyaan 7 .....................................................168

Gambar 4.53 Hasil Kuesioner Evaluasi pertanyaan 8 .....................................................168

Gambar 4.54 Hasil Kuesioner Evaluasi pertanyaan 9 .....................................................169

Gambar 4.55 Hasil Kuesioner Evaluasi pertanyaan 10 ...................................................170

DAFTAR LAMPIRAN

Lampiran 1 : Kuesioner Analisis User ............................................................................. L1

Lampiran 2 : Jawaban Kuesioner Analisis User .............................................................. L6

Lampiran 3 : Kuesioner Evaluasi ..................................................................................... L9

Lampiran 4 : Jawaban Kuesioner Evaluasi .................................................................... L11

Lampiran 5 : Prosedur Penggunaan Admin ................................................................... L12

Lampiran 6 : Perhitungan Game Balancing Poin .......................................................... L13