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RANCANG BANGUN GAME EDUKASI PASANG
PAGEH AKSARA BALI BERBASIS ANDROID
TUGAS AKHIR
Diajukan guna memenuhi sebagian persyaratan dalam rangka menyelesaikan Pendidikan Sarjana Strata Satu (S1) Program Studi Teknologi Informasi
I GEDE DHARMA PRATEKA ATMAJA
NIM: 1104505030
JURUSAN TEKNOLOGI INFORMASI
FAKULTAS TEKNIK
UNIVERSITAS UDAYANA
2015
ii
RANCANG BANGUN GAME EDUKASI PASANG
PAGEH AKSARA BALI BERBASIS ANDROID
TUGAS AKHIR
Diajukan guna memenuhi sebagian persyaratan dalam rangka menyelesaikan Pendidikan Sarjana Strata Satu (S1) Program Studi Teknologi Informasi
I GEDE DHARMA PRATEKA ATMAJA
NIM: 1104505030
JURUSAN TEKNOLOGI INFORMASI
FAKULTAS TEKNIK
UNIVERSITAS UDAYANA
2015
iii
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 pengetahuan 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.
Badung, Juli 2015
I Gede Dharma Prateka Atmaja
iv
v
vi
KATA PENGANTAR
Puji dan syukur penulis panjatkan kehadapan Tuhan Yang Maha Esa,
karena atas Berkat RahmatNya, akhirnya penulis dapat menyelesaikan Laporan
Tugas Akhir ini. Laporan Tugas Akhir yang berjudul “Rancang Bangun Game
Edukasi Pasang Pageh Aksara Bali Berbasis Android” ini disusun sebagai
syarat untuk memenuhi sebagian persyaratan menyelesaikan Program Sarjana
Strata 1 pada Fakultas Teknik Jurusan Teknologi Informasi.
Penulis mendapatkan petunjuk dan bimbingan dari berbagai pihak dalam
penyusunan Laporan Tugas Akhir ini. Sehubungan dengan hal tersebut pada
kesempatan ini penulis menyampaikan ucapan 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 Fakultas Teknik Universitas Udayana.
3. Bapak A. A. Ketut Agung Cahyawan W., S.T., M.T. sebagai Dosen
Pembimbing I yang telah memberikan banyak petunjuk dan bimbingan
kepada penulis selama penyusunan Laporan Seminar Proposal ini.
4. Ibu Ni Kadek Ayu Wirdiani, S.T., M.T. sebagai Dosen Pembimbing II
yang telah banyak memberikan bimbingan dan masukan dalam
penyusunan Laporan Seminar Proposal ini.
5. Orang tua, adik perempuan penulis, saudari Ayu Ratna dan keluarga besar
yang telah memberikan dukungan moril, material, dan doa selama
penyusunan Laporan Tugas Akhir ini.
6. Saudara Wahyu Gautama, Yoga Nugraha, Yuda Aditya, dan rekan-rekan
Mahasiswa Teknologi Informasi angkatan 2011 yang telah memberikan
semangat selama penyusunan Tugas Akhir ini.
Penulis menyadari bahwa Laporan Tugas Akhir ini masih jauh dari
sempurna. Akhir kata penulis memohon maaf jika ada kesalahan dalam penulisan
Laporan Tugas Akhir ini.
Badung, Juli 2015
I Gede Dharma Prateka Atmaja
vii
ABSTRAK
Aksara Bali sudah menjadi salah satu mata pelajaran wajib untuk siswa
mulai dari Sekolah Dasar sampai dengan Sekolah Menengah Atas. Keluhan murid
yang tertampung dalam angket orang tua murid menunjukan terdapat sebanyak
52,86% yang menyatakan bahwa pelajaran Bahasa Bali khususnya pasang pageh
Aksara Bali dirasakan susah oleh anak-anak mereka. Seiring perkembangan
teknologi permasalahan tersebut dapat ditanggulangi dengan sebuah metode
pembelajaran baru di Bidang Teknologi Informasi yaitu salah satunya dengan
memanfaatkan teknologi Smartphone berbasis Android. Teknologi tersebut dapat
diimplementasikan ke dalam sebuah game edukasi dengan metode drag and drop,
dengan harapan agar niat belajar anak-anak untuk mempelajari pasang pageh
Aksara Bali lebih meningkat.
Kata Kunci: Aksara Bali, Pasang Pageh, Game, Andoid, Drag and Drop
viii
ABSTRACT
Aksara Bali (Balinese Alphabet) has become one of the compulsory
subjects for students ranging from Elementary School until Senior High School.
However, according to the poll of student’s parents, there is as much as 52.86%
said that Balinese Language Subject especially pasang pageh Aksara Bali are felt
difficult to learn by their children. With the development of technology, these
problems can be solved with a new learning method in the field of Information
Technology, is one of them by using an Android-based smartphone technology as
a medium to learn pasang pageh Aksara Bali that implemented in an education
game with Drag and Drop Method, with the hope student can increased their
interest to learn pasang pageh Aksara Bali.
Key Words: Aksara Bali, Pasang Pageh, Game, Andoid, Drag and Drop
ix
DAFTAR ISI
HALAMAN SAMPUL ........................................................................................... i
HALAMAN JUDUL ............................................................................................. ii
PERNYATAAN ..................................................................................................... iii
LEMBAR PENGESAHAAN TUGAS AKHIR ................................................. iv
BERITA ACARA TUGAS AKHIR ...................................................................... v
KATA PENGANTAR ........................................................................................... vi
ABSTRAK ........................................................................................................... vii
ABSTRACT ........................................................................................................ viii
DAFTAR ISI ......................................................................................................... ix
DAFTAR GAMBAR ......................................................................................... .xiv
DAFTAR TABEL ............................................................................................... xvi
BAB I PENDAHULUAN ...................................................................................... 1
1.1 Latar Belakang ...............................................................................................1
1.2 Rumusan Masalah ..........................................................................................3
1.3 Batasan Masalah ............................................................................................3
1.4 Tujuan.............................................................................................................4
1.5 Manfaat ..........................................................................................................4
1.6 Sistematika Penulisan ....................................................................................4
BAB II TINJAUAN PUSTAKA ........................................................................... 6
2.1 State of The Art...............................................................................................6
2.2 Aksara Bali .....................................................................................................7
2.3 Pasang Pageh Aksara Bali .............................................................................9
2.3.1 Pengangge .............................................................................................9
2.3.2 Pengangge Tengenan ...........................................................................10
2.3.3 Gantungan ........................................................................................... 11
2.4 Konsep Dasar Game.................................................................................... 11
2.4.1 Pengertian Game.................................................................................. 11
2.4.2 Jenis-jenis Genre Game .......................................................................12
2.4.2.1 Simulasi, Konstruksi dan Manajemen .....................................12
2.4.2.2 Role Playing Games (RPG) .....................................................12
x
2.4.2.3 Aksi ..........................................................................................12
2.4.2.4 Aksi Pertualangan ....................................................................13
2.4.2.5 Balapan.....................................................................................13
2.4.2.6 Olahraga ...................................................................................13
2.4.2.7 Strategi .....................................................................................13
2.4.2.8 Permainan Kata ........................................................................13
2.4.2.9 Puzzle .......................................................................................13
2.4.3 Pengertian Edukasi ..............................................................................14
2.4.4 Game Edukasi ......................................................................................14
2.4.5 Pengertian Multimedia ........................................................................15
2.4.5.1 Gambar .....................................................................................15
2.4.5.2 Suara atau Audio ......................................................................15
2.4.5.3 Teks ..........................................................................................15
2.4.5.4 Video .........................................................................................15
2.4.5.5 Animasi ....................................................................................16
2.4.6 Komponen-komponen Game ...............................................................16
2.4.7 Game Balance......................................................................................16
2.4.8 Dimensi ................................................................................................17
2.4.8.1 Pengertian Dimensi ..................................................................17
2.4.8.2 Pengertian 2 Dimensi..............................................................17
2.4.9 Game Engine .......................................................................................18
2.5 Android.........................................................................................................19
2.5.1 Arsitektur Android ...............................................................................20
2.5.1.1 Linux Kernel .............................................................................20
2.5.1.2 Android Run Time ....................................................................21
2.5.1.3 Libraries.................................................................................21
2.5.1.4 Applications Framework ..........................................................22
2.5.1.5 Applications .............................................................................23
2.5.2 Versi pada Android ..............................................................................23
2.5.2.1 Android Versi 1.1 .....................................................................24
2.5.2.2 Android Versi 1.5 (Android Cupcake) .....................................24
2.5.2.3 Android Versi 1.6 (Android Donut) .........................................24
xi
2.5.2.4 Android Versi 2.0/2.1 (Android Eclair) ...................................24
2.5.2.5 Android Versi 2.2 (Froyo: Frozen Yoghurt) .............................25
2.5.2.6 Android Versi 2.3 (Gingerbread) .............................................25
2.5.2.7 Android Versi 3.0/3.1 (Honeycomb).........................................25
2.5.2.8 Android Versi 4.0 (ICS : Ice Cream Sandwich) .......................25
2.5.2.9 Android Versi 4.1 (Android Jelly Bean).................................25
2.5.2.10 Android Versi 4.4 (Android Kitkat)......................................26
2.6 Android SDK (Software Development Kit)................................................27
2.7 Android Development Tools (ADT)............................................................27
2.8 Drag and Drop ............................................................................................27
2.9 Corona SDK (Software Development Kit) ...................................................28
2.9.1 Kelebihan Menggunakan Corona SDK ..............................................29
2.9.2 Kekurangan Menggunakan Corona SDK ...........................................29
2.10 Lua .............................................................................................................30
2.10.1 Keunggulan Bahasa Pemrograman Lua ..........................................31
2.10.2 Kekurangan Bahasa Pemrograman Lua.........................................31
2.11 Notepad ++ .................................................................................................32
2.12 Animasi ......................................................................................................33
2.12.1 Corel Draw .......................................................................................34
2.12.2 Spriteloq..........................................................................................36
2.12.3 Adobe Illustrator ...............................................................................36
2.12.4 Flash..................................................................................................37
BAB III METODELOGI DAN GAMBARAN UMUM SISTEM................39
3.1 Tempat dan Waktu Penelitian .......................................................................39
3.2 Alur Penelitian..............................................................................................39
3.3 Data ..............................................................................................................41
3.3.1 Sumber data .........................................................................................41
3.3.2 Metode Pengumpulan Data .................................................................41
3.4 Gambaran Umum Sistem.............................................................................42
3.4.1 Fitur Mengubah Kata dari Huruf Latin
ke Huruf (Aksara) Bali .......................................................................42
3.5 Perancangan Game .......................................................................................43
xii
3.5.1 Konfigurasi Software Perancangan .....................................................43
3.5.2 Perancangan Gambar ..........................................................................44
3.6 Bahasa Pemrograman ...................................................................................46
3.7 Alur Program ................................................................................................46
3.8 Pembuatan Game .........................................................................................47
3.8.1 Activity Diagram Menu Play ..............................................................49
3.8.2 Activity Diagram Learn Pasang Pageh Aksara Bali ..........................51
3.8.3 Activity Diagram Tutorial Permainan .................................................52
3.8.4 Activity Diagram About ......................................................................53
3.8.5 Activity Diagram Keluar .....................................................................54
BAB IV PEMBAHASAN DAN ANALISIS SISTEM ...................................55
4.1 Konfigurasi Minimal Hardware dan Software Device .................................55
4.2 Konfigurasi Hardware dan Software PC ......................................................55
4.3 Hasil Perancangan ........................................................................................56
4.3.1 Scene Loading......................................................................................56
4.3.2 Scene Main Menu ................................................................................57
4.3.3 Scene Pilihan Pasang Pageh ...............................................................57
4.3.4 Scene Menu Level ................................................................................58
4.3.5 Scene Game Play .................................................................................59
4.3.6 Scene Pause .........................................................................................59
4.3.7 Scene Gagal .........................................................................................60
4.3.8 Scene Waktu Habis ..............................................................................60
4.3.9 Scene Berhasil......................................................................................61
4.3.10 Scene Learn Pasang Pageh Aksara Bali ..........................................61
4.311 Scene About.........................................................................................65
4.3.12 Scene Tutorial ....................................................................................65
4.3.13 Scene Keluar ......................................................................................67
4.4 Uji Coba Pada Device ..................................................................................67
4.4.1 Uji Coba Pada SONY XPERIA Z .......................................................68
4.4.2 Bukti Soal Muncul Dengan Sistem Random .......................................72
4.5 Analisa Sistem ..............................................................................................73
4.5.1 Metode Pengambilan Data...................................................................74
xiii
4.5.2 Kriteria Variabel...................................................................................74
4.5.2.1 Aspek Grafis Game ..................................................................74
4.5.2.2 Aspek Rekayasa Perangkat Lunak ...........................................74
4.5.2.3 Aspek Entertainment ...............................................................74
4.5.2.4 Aspek Content..........................................................................75
4.5.3 Penetapan Skor ....................................................................................75
4.6 Perhitungan dan Penyajian Data ..................................................................75
4.6.1 Aspek Grafis Game ..............................................................................75
4.6.2 Aspek Rekayasa Perangkat Lunak Game ............................................77
4.6.3 Aspek Entertainment Game .................................................................78
4.6.4 Aspek Content Game ...........................................................................80
4.7 Kelebihan dan Kekurangan ..........................................................................81
4.7.1 Kelebihan Sistem .................................................................................82
4.7.2 Kekurangan Sistem ..............................................................................82
BAB V PENUTUP ............................................................................................83
5.1 Simpulan ......................................................................................................83
5.2 Saran.............................................................................................................83
DAFTAR PUSTAKA .......................................................................................85
LAMPIRAN
xiv
DAFTAR GAMBAR
Gambar 2.1 Logo Android .................................................................................19
Gambar 2.2 Android Framework .......................................................................20
Gambar 2.3 Logo Corona SDK..........................................................................28
Gambar 2.4 Logo Lua ........................................................................................30
Gambar 2.5 Logo Notepad++ ............................................................................32
Gambar 2.7 Logo Corel Draw ............................................................................34
Gambar 2.8 Logo Spriteloq ................................................................................36
Gambar 2.9 Logo Adobe Illustrator ...................................................................37
Gambar 2.10 Logo Adobe Flash ........................................................................38
Gambar 3.1 Flowchart alur penelitian game belajar mengeja ...........................40
Gambar 3.2 Background Scene Main Menu.......................................................44
Gambar 3.3 Background Game ..........................................................................44
Gambar 3.4 Karakter Kartun Orang Bali ...........................................................45
Gambar 3.5 Karakter Aksara Bali ......................................................................45
Gambar 3.6 Alur Program ..................................................................................46
Gambar 3.7 Alur Scene Game ............................................................................48
Gambar 3.8 Activity Diagram Mulai Permainan ..............................................50
Gambar 3.9 Activity Diagram Learn Pasang Pageh Aksara Bali .....................51
Gambar 3.10 Activity Diagram Tutorial Permainan ..........................................52
Gambar 3.11 Activity Diagram About ................................................................53
Gambar 3.12 Activity Diagram Keluar ..............................................................54
Gambar 4.1 Tampilan Scene Loading ................................................................56
Gambar 4.2 Tampilan Scene Main Menu ...........................................................57
Gambar 4.3 Tampilan Scene Pilihan Pasang Pageh ..........................................58
Gambar 4.4 Tampilan Scene Menu Level ..........................................................58
Gambar 4.5 Tampilan Scene Game Play ............................................................59
Gambar 4.6 Tampilan Scene Pause ....................................................................59
Gambar 4.7 Tampilan Scene Gagal ....................................................................60
Gambar 4.8 Tampilan Scene Waktu Habis .........................................................60
Gambar 4.9 Tampilan Scene Berhasil ................................................................61
xv
Gambar 4.10 Tampilan Scene Learn Pasang Pageh Aksara Bali ......................61
Gambar 4.11 Tampilan Scene Learn Pasang Pageh Cecek ...............................62
Gambar 4.12 Tampilan Scene Learn Pasang Pageh Bisah ................................63
Gambar 4.13 Tampilan Scene Learn Pasang Pageh Surang .............................63
Gambar 4.14 Tampilan Scene Learn Pasang Pageh Adeg-adeg .......................64
Gambar 4.15 Tampilan Scene Learn Pasang Pageh Ardasuara ........................65
Gambar 4.16 Tampilan Scene About ..................................................................65
Gambar 4.17 Tampilan Scene Tutorial ...............................................................66
Gambar 4.18 Tampilan Scene Keluar .................................................................67
Gambar 4.19 Tampilan Loading Pada Sony Xperia Z .......................................68
Gambar 4.20 Tampilan Main Menu Pada Sony Xperia Z ..................................68
Gambar 4.21 Tampilan Pilihan Pasang Pageh Pada Sony Xperia Z .................69
Gambar 4.22 Tampilan Pilihan Menu Level Pada Sony Xperia Z .....................69
Gambar 4.23 Tampilan Game play Pada Sony Xperia Z ...................................70
Gambar 4.24 Tampilan Learn Pasang Pageh Pada Sony Xperia Z ...................71
Gambar 4.25 Tampilan Learn Tutorial Pada Sony Xperia Z .............................71
Gambar 4.26 Tampilan About Pada Sony Xperia Z ...........................................72
Gambar 4.27 Tampilan Scene Keluar Pada Sony Xperia Z ...............................72
Gambar 4.28 Tampilan Bukti Soal Muncul Dengan Sistem Random ................73
Gambar 4.29 Diagram Aspek Grafis Game .......................................................77
Gambar 4.30 Diagram Aspek Rekayasa Perangkat Lunak Game .....................78
Gambar 4.31 Diagram Aspek Entertainment Game ..........................................80
Gambar 4.32 Diagram Aspek Content Game .....................................................81
xvi
DAFTAR TABEL
Tabel 2.1 Aksara Wianjana ..................................................................................8
Tabel 2.2 Sandang Suara .....................................................................................9
Tabel 2.3 Tengenan ............................................................................................10
Tabel 3.1 Jadwal Pelaksanaan Kegiatan.............................................................39
Tabel 4.1 Penilaian Responden Terhadap Grafis Game .....................................76
Tabel 4.2 Penilaian Responden Terhadap Aspek Rekayasa Perangkat Lunak
Game ................................................................................................................. 77
Tabel 4.3 Penilaian Responden Terhadap Aspek Entertainment Game .............78
Tabel 4.4 Penilaian Responden Terhadap Aspek Content Game .......................80
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