rancang bangun game tradisional engklek berbasis android

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ii 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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Page 1: rancang bangun game tradisional engklek berbasis android

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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