pernyataan

18
PERNYATAAN Dengan ini saya menyatakan bahwa dalam skripsi (Tugas Akhir) ini tidak terdapat karya yang pernah diajukan untuk memperoleh gelar kesarjanaan di suatu perguruan tinggi, dan sepanjang pengetahuan saya juga tidak terdapat karya atau pendapat yang pernah ditulis atau diterbitkan oleh orang lain, kecuali yang secara tertulis diacu dalam naskah ini dan disebutkan dalam daftar pustaka. Bukit Jimbaran, Januari 2015 Putu Eka Suryadana ii

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Page 1: PERNYATAAN

PERNYATAAN

Dengan ini saya menyatakan bahwa dalam skripsi (Tugas Akhir) ini tidak terdapat

karya yang pernah diajukan untuk memperoleh gelar kesarjanaan di suatu perguruan

tinggi, dan sepanjang pengetahuan saya juga tidak terdapat karya atau pendapat yang

pernah ditulis atau diterbitkan oleh orang lain, kecuali yang secara tertulis diacu

dalam naskah ini dan disebutkan dalam daftar pustaka.

Bukit Jimbaran, Januari 2015

Putu Eka Suryadana

ii

Page 2: PERNYATAAN

ABSTRAK

Metode pembelajaran yang berkembang saat ini menuntut siswa agar lebih

aktif mencari dan menggali sendiri materi dan informasi tentang pelajaran yang

diajarkan sekolah, seperti pada kurikulum 2013 dimana peran guru hanya sebagai

mediator. Pada pelajaran muatan lokal atau Bahasa Bali, khususnya metembang yang

selama ini kurang diminati oleh banyak siswa.

Melihat kenyataan bahwa sebuah game dapat menjadi media pembelajaran

yang baik untuk diterima, maka sebuah ide muncul untuk mengemas materi belajar

yang ada di sekolah ke dalam sebuah game dengan mengambil topik pupuh sebagai

dasar dalam alur game.

Pada zaman dengan perkembangan informasi yang begitu cepat berkaat

adanya internet, akses informasi dapat dilakukan dimana saja, kapan saja dengan

menggunakan media elektronik portable. Game berbasis mobile merupakan salah

satu media pembelajaran yang efektif saat ini. Game berbasis mobile lebih efektif

karena perangkat untuk menjalankannya mampu dibawa kemana-mana dalam waktu

yang cepat dan singkat sehingga game mobile sangat popular saat ini. Adanya

beberapa platform yang ada di dalam game mobile, yaitu iOS, Windows Phone dan

yang popular saat ini dengan pengguna terbanyak yaitu Android yang dengan salah

satu software developer kit (SDK) dalam pembuatan game yaitu Corona SDK.

.

Kata Kunci: Android, Game Edukasi, Mobile Applicatoin, Pupuh atau Tembang Bali, Software Developer Kit.

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Page 3: PERNYATAAN

ABSTRACT

Learning methods currently supposes students to be more active in finding

and digging his own material and information on the subjects taught in school, such

as in the “Kurikulum 2013” where the teacher's role as a mediator only, At the local

content or Bali language leason, especially metembang which have been less

attractive to many students.

Noting the fact that a game can be a good learning media to be accepted, then

an idea came to resemble existing learning materials in schools into a game by taking

as a basic topic in the groove Pupuh game.

At the time of the so quickly development of information thanks to the

presence internet, access to information can be done anywhere, anytime using

portable electronic media. Based mobile gaming is one of the effective learning

media today. Mobile-based games are more effective because the device to run able

to carry anywhere in a fast and concise so that mobile games are very popular today.

The existence of multiple platforms in the mobile gaming, iOS, Windows Phone and

are popular today with most of the Android users are with one of the software

developer kit (SDK) for game development, namely Corona SDK.

The learning method using the game is one of the innovations in the area,

especially the introduction song stanza to develop students' interest towards language

learning Bali.

Keyword: Android, Education Game, Mobile Applicatoin, Pupuh or Tembang Bali,

Software Developer Kit.

iv

Page 4: PERNYATAAN

KATA PENGANTAR

Puji syukur penulis panjatkan kehadapan Tuhan Yang Maha Esa, berkat

rahmat Beliau laporan proposal ini dapat terselesaiakan tepat pada waktunya.

Penulis mengucapkan banyak terimakasih kepada semua pihak yang telah

memberi dukungan moral maupun material sehingga laporan proposal ini dapat

terselesaikan dengan baik.

Penulis menyadari bahwa laporan yang telah terselesaikan ini masih jauh dari

sempurna baik dari segi isi, teknis, maupun bahasa, oleh karena itu, penulis terbuka

untuk menerima saran dan kritik yang bersifat konstuktif demi perbaikan selanjutnya.

Semoga laporan proposal ini bermanfaat bagi pembaca.

Denpasar, Januari 2015

Penulis

v

Page 5: PERNYATAAN

DAFTAR ISI

ABSTRAK................................................................................................................ iii

ABSTRACT.............................................................................................................. vi

KATA PENGANTAR............................................................................................... v

DAFTAR ISI............................................................................................................. vi

DAFTAR GAMBAR................................................................................................ ix

DAFTAR TABEL..................................................................................................... x

BAB I......................................................................................................................... 1

PENDAHULUAN..................................................................................................... 1

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

1.2 Rumusan Masalah.......................................................................................... 1

1.3 Tujuan ............................................................................................................ 3

1.4 Manfaat.......................................................................................................... 3

1.5 Batasan Masalah............................................................................................. 3

1.6 Sistematika Penulisan..................................................................................... 4

BAB II....................................................................................................................... 5

TUJUAN PUSTAKA................................................................................................ 5

2.1 State of the Art Review................................................................................... 5

2.2 Algoritma Fisher-Yates Suffle........................................................................ 5

2.3 Tembang......................................................................................................... 6

2.3.1 Pengertian dan Asal Usul Tembang....................................................... 6

2.3.2 Tangga Nada Pelog dan Slendro.......................................................... 7

2.4 Pupuh atau Sekar Alit..................................................................................... 8

2.5 Pengertian Android......................................................................................... 12

2.5.1 Smartphone........................................................................................... 13

2.5.2 Arsitektur Android................................................................................. 13

2.5.3 Versi Android......................................................................................... 17

2.6 Konsep Dasar Game....................................................................................... 21

2.6.1 Pengertian Game................................................................................... 21

vi

Page 6: PERNYATAAN

2.6.2 Jenis-Jenis Game................................................................................... 23

2.6.3 Pengertian Edukasi................................................................................ 23

2.6.4 Pengertian Game Edukasi..................................................................... 23

2.6.5 Komponen-Komponen Game............................................................... 24

2.6.6 Game Engine......................................................................................... 24

2.7 Software yang Digunakan.............................................................................. 25

2.7.1 Android Development Tools.................................................................. 25

2.7.2 Corona SDK.......................................................................................... 26

2.8 Game Art........................................................................................................ 27

2.8.1 Membuat Asset Grafis Game................................................................ 28

2.8.2 Corel Draw............................................................................................ 28

2.8.3Adobe Illustrator.................................................................................... 30

2.9 Lua.................................................................................................................. 31

BAB III...................................................................................................................... 33

METODE DAN PERANCANGAN SISTEM........................................................ 33

3.1 Tempat dan Waktu Penelitian......................................................................... 33

3.2 Alur Penelitian............................................................................................... 33

3.3 Data................................................................................................................ 33

3.3.1 Sumber Data.......................................................................................... 34

3.3.2 Metode Pengumpulan Data................................................................... 34

3.4 Gambaran Umum........................................................................................... 34

3.5 Skenario Permainan....................................................................................... 38

3.6 Pembuatan Game........................................................................................... 39

3.6.1 Activity Diagram Menu Mulai Permainan............................................ 42

3.6.2 Activity Diagram Menu Pembelajaran.................................................. 44

3.6.3 Activity Diagram Menu Tentang........................................................... 46

3.6.4 Perancangan Asset dan Icon.................................................................. 47

3.7 Rancangan Pengujian Aplikasi....................................................................... 49

3.7.1 Kriteria Variabel.................................................................................... 49

3.8 Jadwal Penelitian............................................................................................ 50

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Page 7: PERNYATAAN

BAB IV...................................................................................................................... 51

HASIL DAN PEMBAHASAN................................................................................ 51

4.1 Konfigurasi Hardware.................................................................................... 51

4.2 Konfigurasi Software...................................................................................... 51

4.3 Hasil Perancangan.......................................................................................... 51

4.3.1 Loading Screen...................................................................................... 52

4.3.2 Scene Menu Utama.............................................................................. 53

4.3.3 Scene Menu Level................................................................................ 53

4.3.4 Scene Start Game................................................................................. 54

4.3.5 Scene Pause........................................................................................... 55

4.3.6 Scene Pause Gagal................................................................................ 55

4.3.7 Scene Berhasil....................................................................................... 56

4.3.8 Scene Pembelajaran............................................................................... 56

4.3.9 Scene Credit.......................................................................................... 57

4.4 Uji Coba Pada Device.................................................................................... 58

4.4.1 Uji Coba Pada Samsung Galaxy Tab 3 SM-T311................................. 58

BAB V........................................................................................................................ 63

PENUTUP................................................................................................................. 63

DAFTAR PUSTAKA................................................................................................ 64

viii

Page 8: PERNYATAAN

DAFTAR GAMBAR

Gambar 2.1 Logo Android........................................................................................ 12

Gambar 2.2 Logo Corona SDK................................................................................ 26

Gambar 2.3 Logo Corel Draw.................................................................................. 28

Gambar 2.4 Logo Adobe Illustrator.......................................................................... 31

Gambar 2.5 Logo Lua............................................................................................... 31

Gambar 3.1 Gambar Umum Game Edukasi Pupuh.................................................. 35

Gambar 3.2 Alur Program Aplikasi Game Pupuh atau Sekar Alit........................... 37

Gambar 3.3 Alur Skenario Permainan...................................................................... 39

Gambar 3.4 Alur Scene Permainan.......................................................................... 41

Gambar 3.5 Activity Diagram Menu Mulai Permainan........................................... 43

Gambar 3.6 Activity Diagram Menu Pembelajaran................................................. 45

Gambar 3.7 Activity Diagram Menu Tentang.......................................................... 46

Gambar 3.8 Asset Utama Pupuh............................................................................... 47

Gambar 3.9 Tampilan Latar pada Menu Game......................................................... 47

Gambar 3.10 Icon dan Button pada Screen Pause.................................................... 48

Gambar 3.11 Button Navigator pada Main Menu................................................... 48

Gambar 4.1 Tampilan Loading Screen..................................................................... 52

Gambar 4.2 Tampilan Scene Main Menu................................................................. 53

Gambar 4.3 Tampilan Menu Level........................................................................... 54

Gambar 4.4 Tampilan Scene “Start Game”.............................................................. 54

Gambar 4.5 Tampilan Scene Pause........................................................................... 55

Gambar 4.6 Tampilan Scene Gagal.......................................................................... 56

Gambar 4.7 Tampilan Scene Berhasil....................................................................... 56

Gambar 4.8 Tampilan Menu Pembelajaran.............................................................. 57

Gambar 4.9 Tampilan Pembelajaran Pengertian Pupuh........................................... 57

Gambar 4.10 Tampilan Scene Tangga Nada............................................................. 58

Gambar 4.11 Tampilan Scene “Credit”..................................................................... 59

Gambar 4.12 Tampilan Game Berlangsung pada Samsung Galaxt Tab 3 SM-T311 62

ix

Page 9: PERNYATAAN

DAFTAR TABEL

Tabel 2.1 Nada Pokok................................................................................................ 7

Tabel 2.2 Nada dalam Aksara Bali............................................................................ 8

Tabel 2.3 Karakter Pupuh.......................................................................................... 9

Tabel 2.4 Notasi Titilaras Gegrantangan................................................................... 10

Tabel 2.5 Pola Pelog.................................................................................................. 11

Tabel 2.6 Pelog Selendro........................................................................................... 12

Tabel 3.1 Jadwal Penelitian....................................................................................... 50

x