pernyataan
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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
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.
iii
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
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
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
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
vii
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
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
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