rancang bangun game tradisional engklek berbasis android
TRANSCRIPT
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RANCANG BANGUN GAME TRADISIONAL
ENGKLEK BERBASIS ANDROID
TUGAS AKHIR
Diajukan guna memenuhi sebagian persyaratan dalam rangka menyelesaikan
Pendidikan Sarjana Strata Satu (S1) Program Studi Teknologi Informasi
PUTU WULAN DEWI PRIHANDANI
NIM: 1104505071
JURUSAN TEKNOLOGI INFORMASI
FAKULTAS TEKNIK
UNIVERSITAS UDAYANA
2015
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PERNYATAAN
Dengan ini saya menyatakan bahwa dalam Tugas Akhir ini tidak terdapat
karya yang pernah diajukan untuk memperoleh gelar kesarjanaan di perguruan
tinggi lain, dan sepanjang sepengetahuan saya tidak terdapat karya atau pendapat
yang pernah ditulis atau diterbitkan oleh orang lain, kecuali yang secara tertulis
diacu dalam naskah ini dan disebutkan pada daftar pustaka.
Denpasar, Juli 2015.
.
Putu Wulan Dewi Prihandani
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KATA PENGANTAR
Puji dan syukur penulis panjatkan kehadapan Ida Sang Hyang Widhi Wasa
atau Tuhan Yang Maha Esa, karena atas Asung Kerta Wara Nugraha-Nya, penulis
dapat menyelesaikan tugas akhir dengan judul “Rancang Bangun Game
Tradisional Engklek Berbasis Android”. Tugas Akhir ini disusun sebagai salah
satu syarat menyelesaikan studi sarjana strata satu di Jurusan Teknologi Informasi,
Fakultas Teknik, Universitas Udayana.
Selama pelaksanaan tugas akhir ini penulis mendapat banyak masukan dan
bimbingan dari berbagai pihak. Untuk itu, penulis ingin mengucapkan rasa terima
kasih kepada:
1. Bapak Prof. Ir. Ngakan Putu Gede Suardana, MT.,Ph.D, selaku Dekan
Fakultas Teknik Universitas Udayana.
2. Bapak Dr. Eng. I Putu Agung Bayupati, S.T.,M.T. selaku Ketua Jurusan
Teknologi Informasi Universitas Udayana dan selaku pembimbing I, yang
penuh kesabaran, kesungguhan serta nasehatnya dalam membimbing
penulis menyelesaikan tugas akhir ini.
3. Bapak I Made Sukarsa, S.T.,M.T. selaku dosen pembimbing akademik,
yang telah memberikan bimbingan selama menempuh pendidikan di
Jurusan Teknologi Informasi Fakultas Teknik Universitas Udayana.
4. Ibu Ni Kadek Ayu Wirdiani, S.T.,M.T. selaku pembimbing II, yang penuh
kesabaran, kesungguhan serta nasehatnya dalam membimbing penulis
menyelesaikan tugas akhir ini.
5. Kedua orang tua I Made Arda Dana, S.P. dan Ni Made Suastini, S.S. dan
saudara Made Chandra Nugraha yang telah memberikan banyak dukungan
melalui doa dan material.
6. Serta rekan-rekan mahasiswa Teknologi Informasi angkatan 2011 yang
telah memberikan sumbangan ide, pemikiran, dan dukungan selama
penyusunan tugas akhir ini.
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Penulis menyadari bahwa laporan ini jauh dari sempurna semua pihak
sangat diharapkan. Akhir kata, semoga laporan ini dapat memberikan manfaat
bagi semua pihak sesuai dengan yang diharapkan.
Denpasar, Juli 2015 ..
Penulis....................
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ABSTRAK
Permainan tradisional sudah mulai terlupakan karena adanya permainan
modern. Seiring dengan kemajuan teknologi, permainan tradisional anak-anak
mulai tergantikan oleh permainan modern. Sebagai salah satu bentuk untuk
menjaga dan melestarikan suatu permainan tradisional di perlukan suatu media
yang dapat mengenalkan kembali permainan tradisional. Salah satunya dengan
membuat aplikasi permainan yang bertemakan permainan tradisional engklek
yang di mainkan melalui perangkat atau smartphone yang menggunakan sistem
operasi Android. Zaman ini permainan tradisional engklek sudah jarang
dimainkan, dan dengan adanya permainan tradisional pada smartphone dapat
memudahkan anak-anak terutama kalangan perempuan, agar tetap mengingat
permainan tradisional. Permainan engklek biasanya dimainkan oleh dua sampai
lima anak perempuan dan dilakukan di halaman. Cara memainkannya cukup
mudah hanya dengan menyentuh layar pada smartphone dan menariknya untuk
menambah power pada permainan. Game engklek ini dibuat dengan corona SDK
dan menggunakan bahasa pemrograman Lua. Permainan tradisional engklek
memiliki tampilan yang menarik sesuai dengan data hasil kuisioner terhadap 30
siswa, sebanyak 63 persen responden menyatakan tampilan game tradisional
engklek menarik dan 60 persen responden menyatakan game mudah dipahami
sebagai media pembelajaran permainan tradisional khususnya menguasai
permainan tradisional engklek.
Kata Kunci: Permainan Tradisional, Engklek, Android, Smartphone
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ABSTRACT
Traditional games have started to be forgotten because of the modern
game. Along with advances in technology, children traditional games began to be
replaced by modern games. As one of the forms to maintain and preserve a
traditional game in need of a media that can reintroduce traditional games, is to
make traditional-themed game application through devices or smartphones that
use the Android operating system. Today, traditional Engklek game is rarely
played, and with the traditional games on the smartphone can ease children,
especially among women, in order to remember the traditional game. Engklek
game is usually played by two to five daughters and performed in the yard. How
to play it quite easily just by touching the screen on smartphones and pull it to add
power to the game. This Engklek game created by corona SDK and using the Lua
programming language. Traditional Engklek games has an attractive appearance
in accordance with the data questionnaire to 30 students, as much as 63 percent of
respondents expressed the view traditional Engklek game interesting and 60
percent of respondents said the game is easy to understand as a medium of
learning the traditional game traditional game, particularly in mastering traditional
game, Engklek.
Keywords: Traditional Games, Engklek, Android, Smartphone
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DAFTAR ISI
HALAMAN SAMPUL ................................................................................... i
HALAMAN JUDUL ...................................................................................... ii
LEMBAR PERNYATAAN ........................................................................... iii
LEMBAR PENGESAHAN TUGAS AKHIR .............................................. iv
BERITA ACARA TUGAS AKHIR .............................................................. v
KATA PENGANTAR .................................................................................... vi
ABSTRAK ...................................................................................................... viii
DAFTAR ISI ................................................................................................... x
DAFTAR GAMBAR ...................................................................................... xii
DAFTAR TABEL .......................................................................................... xiv
BAB I PENDAHULUAN
1.1. Latar Belakang ..................................................................................... 1
1.2. Rumusan Masalah ................................................................................ 2
1.3. Tujuan ................................................................................................... 3
1.4. Manfaat ................................................................................................. 3
1.5. Batasan Masalah ................................................................................... 3
1.6. Sistematika Penulisan ........................................................................... 4
BAB II TINJAUAN PUSTAKA
2.1. State of the Art ...................................................................................... 6
2.2. Permainan Tradisional Engklek ............................................................ 7
2.2.1. Cara Bermain Engklek............................................................ 8
2.3. Game .................................................................................................... 9
2.3.1. Sejarah Game ......................................................................... 10
2.3.2. Jenis-Jenis Game .................................................................... 11
2.3.3. Elemen-Elemen Game ........................................................... 13
2.3.4. Klasifikasi Game .................................................................... 16
2.4. Android ................................................................................................. 17
2.4.1. Versi Android ......................................................................... 18
2.5. Corona SDK ......................................................................................... 20
2.5.1. Kelebihan dan Kekurangan Corona SDK .............................. 21
2.6. Bahasa Pemrograman Lua .................................................................... 22
2.6.1. Keuntungan dan Kekurangan Lua .......................................... 23
2.7. Smartphone ........................................................................................... 25
2.8. Corel Draw ........................................................................................... 25
2.9. UML (Unified Modelling Language ) .................................................. 28
2.9.1. Use Case Diagram.................................................................. 28
2.9.2. Activity Diagram..................................................................... 29
2.9.3. Sequence Diagram .................................................................. 31
BAB III METODE DAN PERANCANGAN SISTEM
3.1. Waktu dan Tempat Penelitian .............................................................. 32
3.2. Alur Penelitian ...................................................................................... 32
3.3. Data ...................................................................................................... 34
3.3.1. Sumber Data ........................................................................... 34
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3.3.2. Metode Pengumpulan Data .................................................... 34
3.4. Alat Penelitian ...................................................................................... 34
3.5. Gambaran Umum Sistem ..................................................................... 35
3.6. Perancangan Sistem .............................................................................. 39
3.6.1. Use Case Diagram.................................................................. 39
3.6.2. Activity Diagram..................................................................... 39
3.6.3. Sequence Diagram .................................................................. 45
3.7. Perancangan Gambar ............................................................................ 49
3.8. Perancangan Suara ............................................................................... 51
3.9. Jadwal Penelitian .................................................................................. 51
BAB IV PEMBAHASAN DAN ANALISA SISTEM
4.1. Konfigurasi Minimal Hardware dan Software Device ........................ 52
4.2. Konfigurasi Hardware dan Software PC ............................................. 52
4.3. Hasil Perancangan ................................................................................ 53
4.3.1. Scene Splash Screen ............................................................... 53
4.3.2. Scene Main Menu ................................................................... 54
4.3.3. Scene Level ............................................................................. 55
4.3.4. Scene Kategori ....................................................................... 55
4.3.5. Scene Karakter ....................................................................... 56
4.3.6. Scene Game Play.................................................................... 57
4.3.7. Scene Tutorial ........................................................................ 58
4.3.8. Scene Setting .......................................................................... 58
4.3.9. Scene About ............................................................................ 59
4.3.10. Scene Exit ............................................................................... 60
4.4. Uji Coba pada Device ........................................................................... 60
4.4.1. Oppo Smartphone .................................................................. 61
4.5. Analisa Sistem ...................................................................................... 68
4.5.1. Metode Pengambilan Data ..................................................... 68
4.5.2. Kriteria Variabel..................................................................... 69
4.5.3. Penetapan Skor ....................................................................... 70
4.6. Perhitungan dan Penyajian Data .......................................................... 70
4.6.1. Aspek Grafis Game ................................................................ 70
4.6.2. Aspek Rekayasa Perangkat Lunak ......................................... 72
4.6.3. Aspek Entertainment .............................................................. 74
4.6.4. Aspek Content ........................................................................ 75
4.7. Kelebihan dan Kekurangan Sistem ...................................................... 77
4.7.1. Kelebihan ............................................................................... 77
4.7.2. Kekurangan ............................................................................ 77
BAB V PENUTUP
5.1. Kesimpulan ........................................................................................... 79
5.2. Saran ..................................................................................................... 80
DAFTAR PUSTAKA ..................................................................................... 81
LAMPIRAN
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DAFTAR GAMBAR
Gambar 2.1. Contoh Arena Permainan Game Engklek ......................................... 8
Gambar 2.2. Logo Android ................................................................................... 18
Gambar 2.3. Perkembangan Versi Android .......................................................... 20
Gambar 2.4. Logo Corona SDK ............................................................................ 20
Gambar 2.5. Logo Bahasa Pemrograman Lua ...................................................... 22
Gambar 2.6. Logo Corel Draw .............................................................................. 26
Gambar 2.7. Diagram Sequence ............................................................................ 31
Gambar 3.1. Flowchart Alur Penelitian ................................................................ 33
Gambar 3.2. Gambaran Umum ............................................................................. 37
Gambar 3.3. Use Case Diagram ............................................................................ 39
Gambar 3.4. Activity Diagram Play Game ............................................................ 40
Gambar 3.5. Activity Diagram Tutorial................................................................. 41
Gambar 3.6. Activity Diagram Setting.................................................................. 42
Gambar 3.7. Activity Diagram About .................................................................... 43
Gambar 3.8. Activity Diagram Exit ....................................................................... 44
Gambar 3.9. Sequence Diagram Play Game ......................................................... 45
Gambar 3.10. Sequence Diagram Tutorial ............................................................ 46
Gambar 3.11. Sequence Diagram Setting .............................................................. 47
Gambar 3.12. Sequence Diagram About ............................................................... 48
Gambar 3.13. Sequence Diagram Exit .................................................................. 49
Gambar 3.14. Karakter Pemain ............................................................................. 50
Gambar 3.15. Background Main Menu dan Game Play ....................................... 50
Gambar 4.1. Scene Splash Screen ......................................................................... 53
Gambar 4.2. Scene Main Menu ............................................................................. 54
Gambar 4.3. Scene Level ....................................................................................... 55
Gambar 4.4. Scene Kategori.................................................................................. 56
Gambar 4.5. Scene Karakter.................................................................................. 56
Gambar 4.6. Scene Game Play .............................................................................. 57
Gambar 4.7. Scene Tutorial .................................................................................. 58
Gambar 4.8. Scene Setting .................................................................................... 58
Gambar 4.9. Scene About ...................................................................................... 59
Gambar 4.10. Scene Exit ....................................................................................... 60
Gambar 4.11. Scene Splash Screen pada Oppo Smartphone ................................ 60
Gambar 4.12. Scene Main Menu pada Oppo Smartphone .................................... 61
Gambar 4.13. Scene Level pada Oppo Smartphone .............................................. 61
Gambar 4.14. Scene Kategori pada Oppo Smartphone ......................................... 62
Gambar 4.15. Scene Karakter pada Oppo Smartphone ......................................... 62
Gambar 4.16. Game Play (Three Player) pada Oppo Smartphone....................... 64
Gambar 4.17. Rumah Masing-Masing Pemain pada Oppo Smartphone .............. 64
Gambar 4.18. Scene Pemenang pada Oppo Smartphone ...................................... 65
Gambar 4.19. Menu About pada Oppo Smartphone ............................................. 66
Gambar 4.20. Menu Setting pada Oppo Smartphone ............................................ 66
Gambar 4.21. Exit pada Oppo Smartphone ........................................................... 67
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Gambar 4.22. Diagram Aspek Grafis Game ......................................................... 71
Gambar 4.23. Diagram Aspek Rekayasa Perangkat Lunak .................................. 72
Gambar 4.24. Diagram Aspek Entertainment ....................................................... 74
Gambar 4.25. Diagram Aspek Content ................................................................. 75
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DAFTAR TABEL
Tabel 2.1. Perkembangan Versi Android .............................................................. 18
Tabel 2.2. Simbol pada Use Case Diagram .......................................................... 29
Tabel 2.3. Simbol pada Activity Diagram ............................................................. 30
Tabel 3.1. Jadwal Penelitian.................................................................................. 51
Tabel 4.1. Penilaian responden terhadap aspek grafis game ................................. 69
Tabel 4.2. Penilaian responden terhadap aspek rekayasa perangkat lunak ........... 72
Tabel 4.3. Penilaian responden terhadap aspek entertainment ............................. 73
Tabel 4.4. Penilaian responden terhadap aspek content ........................................ 75