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INTRODUCTION OF TRADITIONAL KID GAME
FOR ELEMENTARY SCHOOL
By :
Krisna Sukmaning Palupi
Umi Fadlilah
DEPARTMENT OF INFORMATICS
FACULTY OF COMMUNICATIONS AND INFORMATICS
MUHAMMADIYAH UNIVERSITY OF SURAKARTA
NOVEMBER 2014
INTRODUCTION OF TRADITIONAL KID GAME FOR ELEMENTARY SCHOOL
Krisna Sukmaning Palupi, Umi Fadlilah
Informatics, Faculty of Communications and Informatics
Muhammadiyah University of Surakarta
E-mail : [email protected]
ABSTRACT
The traditional game is a game that is very fun to play but the existence of the
traditional game now is already replaced by any modern game play that is not required in
complex media just as the traditional game play. Play a traditional game on the computer is a
good idea to keep the traditional game exist and being known by modern children.
In making the application of instructional media, the author uses the method of
SDLC (System Development Life Cycle) comprising the steps of : planning, analysis, design,
implementation, testing and management. Besides, Construct2 is a software engine that has
been chosen to make whole of this instructional media because it does not require a code to
make it and can be easily converted into a mobile games, desktop games, html 5 games to
play in a browser, and many more. As the animation in instructional media to be more
attractive, then the object was created using the software of CorelDraw X4 and as a regulator
of the sound effects is using cool edit pro version 2.
The results of the study by research is forming an interesting learning media and
can be played in a computer because it is been converted into a desktop application. This
application consists of 10 kind of traditional games which deliver in insight and 3 kinds of
games that being simulated. Based on the system testing and the retrieval of data through
questionnaires to the respondents, it shows the results of the percentage of teachers 90 % and
92 % of the students say that this application is interesting.
Keyword: Construct 2, Learning Media, Traditional Game.
INTRODUCTION
State of Indonesia is very
rich of cultural heritage. Start of
cultural dances, songs, music,
language, art drawing, sculpture,
clothes, even culture of games. In
Indonesia, especially in Java, devoted
to the culture of play, the famous term
was 'dolanan bocah' or 'dolanan anak'.
Dolanan derived from the word
'dolan' which means to play games. In
this case, the word dolan is dolan
which means play, which gets the
suffix -an, thus becoming ‘dolanan’.
The word of dolanan is a verb form of
'play' (to play), as a noun form of
'game' (game play) and 'toys' (toy)
(Vivi Wijayanti, 2008).
‘Dolanan anak’ in Indonesia is
very synonymous with yore. No doubt
that today's children are rarely plays
that such games. No other reason than
because of the popularity of ‘Dolanan
anak’ has begun to erode by the
modern games like play station games,
video games, nintendo, and much
more. Modern game now comes with a
variety of themes, such as wars,
fights, race car, or firing a shot that is
dangerous for children, but very
unfortunate that the popularity of the
modern game is already very far left
the traditional games.
In fact, the presence of
traditional children's games in
Indonesia is not just a regular game,
but there is an important sense of
meaning implied in it. According to
Vivi Wijayanti in her Journal of
“Dolanan Anak dalam Masyarakat
Jawa” (2008 : 20 ), dolanan anak,
defined as children's games, are :
a. A preparatory transform into adults.
b. A game that will produce who loses
and who wins.
c. Embodiment of anxiety and anger.
d. One thing that is not very important
in society.
Indonesian children play should be
no less popular with modern games. Right
now with the internet, traditional
Indonesian games can be helped to live
again. Internet is a medium to deliver
information that can be used in the
preservation of culture and noble values of
Indonesia ( Vivi : 2011). Simulation games
in internet considered very important to
have in order to reintroduce the way of play
traditional game to the modern child's and
the general public can cure homesickness
especially adults who used to love to play
traditional game. Funny and inspirational
look will make children interested in the
game which is actually a form of digitizing
traditional game.
BASIC THEORY
In this research, there are several
theories that need to be examined in this
study. Some of these terms are as follows :
a. Games
The game is a recreational
activity with the purpose of having fun,
spare time, and light exercise. The
game is usually done alone or together
( group ) ( Haryanto, 2010, page:1 ).
b. Traditional games
Traditional games are
games made by children - elementary
school children. It can play anywhere
in the outdoors, using his body as
media, or surrounding objects crate
stone, wood, and so forth. ( Dik, 2012,
page:1 )
c. Construct 2
Construct 2 is purely an HTML5 game-
making tool. Unlike Game Maker, it is
quite limited on platforms which can
release to. But, that’s not necessarily a
bad thing if people only planning on
releasing it on the web or mobile
devices that support HTML5.
Nowadays, there are also a ton of great
HTML5 games available now. Games
like HexGL and Cut the Rope show
just what’s possible with HTML5 when
put into the right hands. (Dustin
Triplett,page:1)
d. Corel draw
Corel draw is the application program
from Corel Corporation that has the
graphics processing capabilities in
terms of forming a new object, forming
a new text, combine object, combining
object with text, and cutting object, so
that could be use in making a design
for some logo, business card design,
advertising design, or t- shirt. Corel
draw is a vector graphics program with
a base or a line, but can also process
images in the basis of actual bitmap. (
Ardi Wasila Chandra, 2014, page : 1 )
e. Format factory
Format factory is an application to
convert and audio, video, or image file.
The advantages offers are support
multimedia file format which is fairly
complete and option of output setting is
adjustable as the user desire. Option
can be high, standard, or low, and there
is also an option that can be customized
which certainly will affect the
magnitude and quality of the resulting
file. Format Factory is also made to be
compatible with the format used in
today’s gadgets, ranging from tablet,
smart phones to digital cameras.
METODOLOGY OF RESEARCH
The author uses the method of
SDLC (System Development Life Cycle) in
making this research. The stages of the
research can be seen in Figure 1.
Gambar 1. Flowchart of Research
The initial phase is to analyze the
needs. In this case is includes any hardware
and software which required.
The second stage of the processes is
collecting required data. The collected
data’s are includes the variety of data based
on the need from the first phase. Data
collection is related to the needs of making
the instructional media and information
about the traditional games from central
Java and information about how to play the
games.
The third stage is to ensure the
completeness of the wide variety of existing
data from the observation through the
Internet and related journals about
traditional games and how to make the
instructional media. If it doesn’t complete
yet, researches returned into the second
phase.
The four stages, researchers began to
design and build the application with the
data which already collected. The
application is designed by the software of
Construct 2 which very well to create the
instructional media and its games
simulations.
The fifth stage is testing the
application to determine whether the
application is running smoothly, if it is not,
then researchers will repeat the stage in
manufacture of application.
The sixth stage is the implementation
of the application. To test this application,
Report
Display
Analysis
End
Test Application
Application Run Well
Start
Requirement Analysis
Data Collection
Data Completed ?
Design and Built Application
No
No
Yes
Yes
researchers choose SD IT Taqqiya
Rassyida, Kartasura.
The last stage is the making of report.
The authors report the result of research
that have been done.
RESULT
The results of this research are the
creation of a learning application for
children, especially children who are still at
primary school level. The contents of this
application is a traditional children's
insights which is consist of 10 kinds of kids
games such as bekel, jaranan, kelereng,
gobak sodor, egrang, benthik, engklek,
cublak cublak suweng, bentengan, and
dakon. In addition, this application add 3
simulation of games which play in digital
form so that children can quickly
understand how to play this game, three
kinds of games are dakon, kelereng and
gobak sodor.
SYSTEM TESTING
System testing is divided into three
kind of test :
1. Internal Testing
Intenal testing is a test done by the
author in a way to run the application after
the author finishes make this application.
The table testing system is shown in table 1
below.
From the table 1 above, it’s seen that
the progress bar when opening the
application runs smoothly, animation
images run smoothly in each page, audio
goes poorly because of the lack of clarity in
the audio volume in comparison with the
volume of the audio narration backsound so
that narrative voice sounded less clear,
loading when opening the menu runs well,
loading when the openingthe games are run
well but when the game already run it goes
slowly because of some problems inside the
rules, loading when displaying the material
goes smoothly with no system wait, and the
accurasy of cursor is run very well.
No. Testing Item Condition
Good Enough Less
1. Progress bar √
2. The smoothness of animation image
√
3. The smoothness of audio play
√
4. Loading process while opening the menu
√
5. Loading process of the game
√
6. Loading process of material
√
7. The accuracy of the cursor
√
Table.1 Internal Testing Result
2. External Testing / User
Testing applications of instructional
media “Introducing Traditional Game for
Elementary school " performed at the
Taqqiya Rasyida Elementary School,
Ngemplak, Kartasura. The researches run
the application in front of the students in
grade 2 by the number of students by 35
people and the number of teachers by 6
person. The table testing system by
teachers and students is shown in table 2
and 3 below.
Table 2. Questionare Result of Teachers
Legend :
5 : Strongly Agree
4 : Agree
3 : Neutral
2 : Disagree
1 : Strongly Disagree
Statement :
P1 : The displays of the media
are interesting.
P2 : The games are interesting.
P3 : The application is easy to
understand by user
P4 : Students like the
application
P5 : Application run well
P6 : Teachers want to introduce
the traditional game and
teach how to play it after
seeing this application.
Table 3. Questionare Result of Students
No Nama Pernyataan
P1 P2 P3 P4 P5 P6
1 Sha’ib Raif
Musaib 5 5 5 5 4 5
2 Humam 4 5 4 5 3 5
3 Haidar 5 5 4 5 5 4
4 Riza 5 5 4 5 4 4
5 Rahma 5 5 4 5 5 5
6 Muhammad N.
Faiz 5 5 4 4 5 5
7 Faza 4 5 4 4 3 5
8 Citra 3 4 4 4 4 4
9 Khansa Viska L 4 2 4 4 4 4
10 Zufar 5 5 4 5 4 4
Statement :
P1 : The displays of the media are
interesting.
P2 : The games are interesting.
P3 : The application is easy to
understand by user
P4 : Students like the application
P5 : Application run well
P6 : Students want to play traditional
games after seeing this
application.
Based on the percentage of
respondents to answer each question in the
questionnaire to calculate the percentage of
No Name Statement
P1 P2 P3 P4 P5 P6
1 Citra Kumala Dewi
4 4 5 5 3 3
2 Ririn Rahayu 5 5 4 4 3 5
3 Munawarah Tri Handayani
5 4 4 4 4 4
4 Endang Novi 4 4 4 4 4 4
5 Siti Purwanti 5 4 4 4 4 4
6 Tria Susanti 4 4 5 4 4 3
respondent group and can be displayed in
graphical form, so it can be formulated as
equation 4.1 to equation 4.4. Here the
number of teacher’s assessment is shown in
Table 4 and the percentage of teacher’s
assessment in the figure of 1
Table 4 Number of Teachers Assesment.
No State
ment
Number of Answer Juml
ah
Skor
Persent
ase SS
S
N
TS
STS
1 P1 3 3 0 0 0 27 90%
2 P2 1 5 0 0 0 25 83%
3 P3 2 4 0 0 0 26 86%
4 P4 1 5 0 0 0 25 83%
5 P5 0 4 2 0 0 22 73%
6 P6 1 3 2 0 0 23 76%
Figure 1 Percentage of Teachers Assesment
Based on the percentage of
respondents to answer each question in the
questionnaire to calculate the percentage of
respondent group and can be displayed in
graphical form, so it can be formulated as
equation 4.1 to equation 4.4. Here the
number of student’s assessment is shown in
Table 5 and the percentage of student’s
assessment in the figure of 2.
Table 5 Number of Students Assesment.
No Perny
ataan
Jumlah Jawaban Juml
ah
Skor
Persent
ase
S
S
S
N
T
S
ST
S
1 P1 6 3 1 0 0 46 92%
2 P2 8 1 1 0 0 47 94%
3 P3 1 9 0 0 0 41 82%
4 P4 6 4 0 0 0 46 92%
5 P5 3 5 2 0 0 41 82%
6 P6 5 5 0 0 0 45 90%
Figure 2 Percentage of Students Assesment
3. Comparison
Testing of the system is done by
comparing the application of
introduction Traditional kid games
applications with application of Hom
Pim Pah which also a media
introduction of Traditional Games.
Both applications shall be identified for
less and more. The view of the
Table 6 Comparison of Application
comparison is explain at the table 6
below.
Legend:
1. Display the Aplication of
Introduction Traditional Kid Games
is quite interesting, but views of
hompimpah application are more
attractive.
2. Aplication of Introduction
Traditional Kid Games has more
menu option than the application of
Hom Pim Pah.
3. Aplication of Introduction
Traditional Kid Games run in
personal computer while Hom Pim
Pah run in android platform
4. Aplication of Introduction
Traditional Kid Games reviews only
Only traditional games originating
from Central Java while the review
of the application of hompimpah
reviews all game from Indonesia.
CONCLUSION
1. Has been created an application to
introduce traditional games for kid
as the learning media to introduce
them how to play it by a computer.
2. The application consists of 10 kind
of traditional games which deliver
in insight and 3 kinds of games
that being simulated.
3. Based on the system testing and
the retrieval of data through
questionnaires to the respondents,
it shows the results of the
percentage of teachers 90 % and
92 % of the students say that this
application is interesting, the
percentage of teachers 83 % and
94 % of students said they had that
game in this exciting application ,
the percentage of 86 % of teachers
and 82 % of the students say that
this application is easy to
understand , and the percentage of
teachers of 83 % and 92 % of
students say that teachers and
students like the application
4. Based on the result of data from the
respondents, it can be concluded
with a percentage of 73 % of
Comparison
Aplication of Introduction
Traditional Kid Games
Hom Pim Pah
View The design is quite interesting, less animation
The design is interesting, less animation
Menu
Materi, game, referensi, profil, petunjuk Material, games, references, profil, and guidance.
Materi, profile,petunjuk Material, profile, and guidance
Scope of Materials
Only traditional games originating from Central Java
The entire game in Indonesia
Material
There are 10 games with an insights and 3 pieces of game that being simulated
Only show the insight of the game
Platform Dekstop Android
Loading Quite Smoothly Smoothly
teachers and 82 % the percentage
of students say that the application
was run well and the percentage of
teachers 76 % and 90 % of
students that teachers want to
teach the children traditional
games and children’s want to play
the traditional game after seeing
this application.
REFERENCES
Anonim. 2013 “Bekel” Include In <http://dolananndeso.blogspot.com/p/bekel.html>
[Accessed at September 9th 2014]
Cahyono, Nuri. 2011 “Permainan Jaranan” Include In <http://permata-
nusantara.blogspot.com/2011/02/jaranan.html> [Accessed at September 10th 2014]
Nur Fajri, Aufar And Khusna Ismail, Adhi and Purnomo, S.Kom., M.Kom., Fredy 2013
“Aplikasi Permainan Casual Game \"Becak Pursuit\" Berbasis Html 5.”
Undergraduate thesis, BINUS.
Priliyatini, Veni. 2007 “Rancang Bangun Aplikasi Game Dakon Dengan J2se 5.0” Skripsi.
Universitas Islam Indonesia [Accessed at September 28th 2013].
Septyono, Ari 2013 “ Pembuatan Game Budaya dengan Macromedia Flash 8 “ Skripsi,
Universitas Muhammadiyah Surakarta, Surakarta.
Wijayanti, Vivi 2008 “ Dolanan Anak dalam Masyaraka Jawa “ Jurnal Nilai Pendidikan
Analisis. Universitas Indonesia
Zone, Valiant. 2014 “Nostalgia Permainan Gobak Sodor atau Galah Asin” Include In
<http://era90.blogspot.com/2014/03/nostalgia-permainan-gobak-sodor-
galahasin.html> [ Accessed at September 10th 2014 ]
BIOGRAPHY
Name : Krisna Sukmaning Palupi
NIM : L200102005
Place of Birth : Boyolali
Date of Birth : June 9th 1992
Gender : Female
Religion : Islam
Education : S1
Department/Faculty : Department of Informatics/Communications and Informatics
Higher Education : Universitas Muhammadiyah Surakarta
Home Address : Komp. Surya Sejahtera Langgeng 1 Blok C No 6. Sungai Sipai,
Martapura, Kalimantan Selatan.
Phone Number : 087815753667
Email : [email protected]