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PENGEMBANGAN GAME EDUKASI UNTUK PELAJAR SMP DI INDONESIA
SKRIPSI
Oleh
Willy 1301032321
Andaru Wiratama 1301032914
Joseph Christanto 1301034421
Kelas / Kelompok : 07 PBT / Kelompok 6
Universitas Bina Nusantara
Jakarta
2013
PENGEMBANGAN GAME EDUKASI UNTUK PELAJAR SMP DI INDONESIA
SKRIPSI
diajukan sebagai salah satu syarat
untuk gelar kesarjanaan pada
School of Computer Science
Jurusan Teknik Informatika
Jenjang Pendidikan Strata-1
Oleh
Willy 1301032321
Andaru Wiratama 1301032914
Joseph Christanto 1301034421
Kelas / Kelompok : 07 PBT / Kelompok 6
Universitas Bina Nusantara
Jakarta
2013
PENGEMBANGAN GAME EDUKASI UNTUK PELAJAR SMP DI INDONESIA
SKRIPSI
Disusun oleh :
Willy Andaru Wiratama Joseph Christanto
1301032321 1301032914 1301034421
Disetujui oleh :
Pembimbing
Adriani Halim, S.Kom., S.S., MPC.
Kddsn : D2974
Universitas Bina Nusantara
Jakarta
2013
PERNYATAAN
Dengan ini saya,
Nama : Andaru Wiratama
NIM : 1301032914
Nama : Joseph Christanto
NIM : 1301034421
Nama : Willy
NIM : 1301032321
Judul skripsi : Pengembangan Game Edukasi untuk Pelajar SMP di Indonesia
Memberikan kepada Universitas Bina Nusantara hak non-eksklusif untuk menyimpan,
memperbanyak, dan menyebarluaskan skripsi karya saya, secara keseluruhan atau hanya
sebagian atau hanya ringkasannya saja, dalam bentuk format tercetak dan atau elektronik.
Menyatakan bahwa saya, akan mempertahankan hak exclusive saya, untuk menggunakan
seluruh atau sebagian isi skripsi saya, guna pengembangan karya di masa depan,
misalnya bentuk artikel, buku, perangkat lunak, ataupun sistem informasi.
Jakarta, 3 Maret 2013
Andaru Wiratama Joseph Christanto Willy
UNIVERSITAS BINA NUSANTARA
________________________________________________________________________
School of Computer Science
Jurusan Teknik Informatika
Skripsi Sarjana Komputer
Semester Ganjir tahun 2012/2013
PENGEMBANGAN GAME EDUKASI UNTUK PELAJAR SMP DI INDONESIA
ABSTRAK
Tujuan penulisan skripsi ini adalah untuk merancang sebuah game edukasi PC yang ditujukan untuk membantu pembelajaran materi-materi pelajaran yang akan diujikan pada saat Ujian Nasional tingkat SMP, antara lain : Matematika, Ilmu Pengetahuan Alam, Bahasa Indonesia, dan Bahasa Inggris. Metode penelitian yang digunakan pada penulisan skripsi ini adalah metode analisis, metode perancangan, metode implementasi, dan metode evaluasi. Metode analisis terdiri dari survei yang berupa kuesioner kepada target pemain dan melakukan analisis terhadap game-game sejenis untuk menjadi bahan referensi. Metode perancangan meliputi perancangan interface menggunakan storyboard dan perancangan sistem dengan UML. Metode implementasi dan evaluasi dilakukan dengan cara menyebarkan game yang telah dibuat kepada target pemain dan memberikan survei berupa kuesioner yang berisi tentang tanggapan, saran, dan kritik. Hasil yang dicapai adalah sebuah aplikasi game bernama Dream School di mesin PC yang ber-genre campuran dengan mengambil beberapa unsur dari genre real-life simulation, action, dan adventure. Kesimpulan yang didapatkan adalah aplikasi game Dream School menyediakan sebuah game yang menarik untuk dimainkan dengan menerapkan delapan aturan emas, serta dapat memberikan pengetahuan tentang mata pelajaran yang diujikan pada Ujian Nasional SMP sekaligus melatih ketangkasan tangan pemainnya dengan memainkan salah satu fitur dari game Dream School ini.
Kata Kunci
Game, Edukasi, Ujian Nasional, SMP
EDUCATIONAL GAME DEVELOPMENT FOR JUNIOR HIGH SCHOOL
STUDENT IN INDONESIA
ABSTRACT
The purpose of writing this paper is to design an educational PC game aimed at helping teaching learning materials that will be tested at the National Examination junior level, such as: Mathematics, Natural Sciences, Indonesian, and English. The method of research used in writing this thesis is a method of analysis, design methods, methods of implementation, and evaluation methods. The method of analysis consisted of a questionnaire survey to target player and an analysis of similar games to be a reference material. The design method includes the interface design using storyboards and system design with UML. Methods of implementation and evaluation is done by spreading the games that have been made to target player and provide a questionnaire survey that contains comments, suggestions, and criticisms. The result achieved is a game application called Dream School on PC machines, which has mixed genre by taking some elements of the genre of real-life simulation, action, and adventure. The conclusions obtained are gaming applications Dream School provides an exciting game to be played with eight golden rules applied, and can provide knowledge about the subjects tested in the national examination junior level, as well as to train the dexterity of the players by playing one of the features of the game's Dream School. Keywords
Game, Education, National Exam, Junior Highschool
PRAKATA
Puji dan syukur kami panjatkan ke hadirat Tuhan YME, karena atas berkat dan
rahmat-Nya kami dapat menyelesaikan penulisan skripsi yang berjudul “Pengembangan
Game Edukasi untuk Pelajar SMP di Indonesia”. Penulisan skripsi ini dibuat untuk
memenuhi salah satu persyaratan agar dapat memperoleh gelar kesarjanaan pada Fakultas
Ilmu Komputer Teknik Informatika di Universitas Bina Nusantara, Jakarta.
Pada kesempatan yang tersedia ini, penulis meminta maaf sebesar-besarnya
apabila terdapat kesalahan dalam proses penyusunan skripsi ini. Penulis juga ingin
berterima kasih atas bantuan, dukungan, dan kerja sama yang luar biasa dari berbagai
pihak. Terima kasih penulis yang sebesar-besarnya ingin kami sampaikan kepada:
1. Bapak Prof. Dr. Ir. Harjanto Prabowo, MM selaku Rektor Universitas Binus, atas
fasilitas yang disediakan selama kami menjalani perkuliahan di Universitas Bina
Nusantara.
2. Bapak Fredy Purnomo, S.Kom., M.Kom. selaku Head of Computer Science dan
Head of Computer Science Department atas kesempatan yang telah diberikan
kepada penulis sehingga dapat menyelesaikan skripsi ini tepat waktu.
3. Ibu Yen Lina Prasetio, S.Kom., M.CompSc selaku Deputy Head of Computer
Science Department School - Academic & Operation dan Bapak Michael Yoseph
Ricky, S.Kom., MM selaku Deputy Head of Computer Science Department
School - Student & Alumni atas bantuan yang telah diberikan kepada penulis.
4. Ibu Adriani Halim, S.Kom., S.S., MPC selaku dosen pembimbing atas bantuan,
bimbingan, dan saran-saran yang telah diberikan dalam penyelesaian skripsi ini.
5. Seluruh staff pengajar Binus University yang pernah mengajar dan memberikan
ilmu pengetahuan yang sangat berharga kepada penulis.
6. Orang tua dan seluruh anggota keluarga penulis yang telah memberikan dukungan
baik secara material maupun secara moral dalam penulisan skripsi ini.
7. Teman-teman penulis atas waktu dan dukungan yang diberikan selama ini.
8. Serta semua pihak yang tidak dapat disebutkan satu persatu, yang turut membantu
penulisan skripsi ini baik langsung maupun tidak langsung.
Penulis menyadari penulisan skripsi ini masih jauh dari sempurna. Oleh karena
itu, penulis dengan rendah hati akan menerima kritik dan saran yang membangun terkait
dengan penulisan skripsi ini. Penulis berharap agar skripsi ini dapat memberikan manfaat
bagi para pembaca dan pihak-pihak yang membutuhkan.
Jakarta, 25 Januari 2013
Penulis
DAFTAR ISI
Halaman Judul .................................................................................................................... i
Halaman Judul Dalam ........................................................................................................ ii
Halaman Persetujuan Hard Cover .................................................................................... iii
Halaman Pernyataan Dewan Penguji ................................................................................ iv
Halaman Pemberian Hak Cipta Non Eksklusif ...................................................................v
Abstrak .............................................................................................................................. vi
Prakata............................................................................................................................... vii
Daftar Isi ........................................................................................................................... ix
Daftar Tabel ......................................................................................................................xv
Daftar Gambar ................................................................................................................ xvi
Daftar Lampiran .............................................................................................................. xxi
BAB 1 PENDAHULUAN .................................................................................................1
1.1 Latar Belakang ..................................................................................................1
1.2 Ruang Lingkup ..................................................................................................2
1.3 Tujuan dan Manfaat ..........................................................................................3
1.3.1 Tujuan ................................................................................................3
1.3.2 Manfaat ..............................................................................................3
1.4 Metodologi Penelitian .......................................................................................3
1.4.1 Metode Analisis .................................................................................3
1.4.2 Metode Perancangan ..........................................................................4
1.4.3 Metode Implementasi .........................................................................4
1.4.4 Metode Evaluasi .................................................................................4
1.5 Sistematika Penulisan .......................................................................................4
BAB 2 LANDASAN TEORI ............................................................................................6
2.1 Teori Umum ......................................................................................................6
2.1.1 Multimedia .........................................................................................6
2.1.1.1 Teks .....................................................................................6
2.1.1.2 Suara ...................................................................................6
2.1.1.3 Gambar ................................................................................7
2.1.1.4 Animasi ...............................................................................7
2.1.1.5 Video ...................................................................................8
2.1.2 Lima Faktor Manusia Terukur ...........................................................8
2.1.3 Eight Golden Rules of Interface Design ............................................9
2.1.4 Storyboard ........................................................................................10
2.1.5 Database ...........................................................................................11
2.1.5.1 XML ..................................................................................11
2.1.5.2 Kamus data ........................................................................12
2.1.6 Waterfall Model ...............................................................................12
2.1.7 UML .................................................................................................14
2.1.7.1 Use Case ............................................................................14
2.1.7.2 Use Case Specification .....................................................15
2.1.7.3 Class ..................................................................................19
2.1.7.4 Activity .............................................................................21
2.2 Teori Khusus ...................................................................................................24
2.2.1 Adobe Flash Professional ................................................................24
2.2.2 ActionScript .....................................................................................25
2.2.3 Game ................................................................................................26
2.2.3.1 Desain Game .....................................................................27
2.2.3.1.1 Konsep Game .....................................................29
2.2.3.1.2 Peran Pemain .....................................................29
2.2.3.1.3 Target Pemain ....................................................29
2.2.3.2 Genre Game ......................................................................30
2.2.3.3 Game Balancing ................................................................32
2.2.4 Game Edukasi ..................................................................................33
2.2.5 Ujian Nasional .................................................................................34
BAB 3 ANALISIS DAN PERANCANGAN .................................................................35
3.1 Analisis Game .................................................................................................35
3.1.1 Analisis User ....................................................................................35
3.1.2 Analisis Game Sejenis .....................................................................45
3.2 Analisis dan Solusi Kebutuhan User ...............................................................51
3.2.1 Analisis Sistem dan Kebutuhan User ...............................................51
3.2.2 Solusi Pemenuhan Kebutuhan User .................................................52
3.3 Perancangan Game ..........................................................................................53
3.3.1 Deskripsi Permainan ........................................................................53
3.3.1.1 Informasi Umum ...............................................................54
3.3.1.2 Cerita/Story .......................................................................54
3.3.1.3 Objektif/Tujuan .................................................................56
3.3.1.4 Konsep Game ....................................................................56
3.3.2 Komponen Game .............................................................................58
3.3.2.1 Karakter .............................................................................58
3.3.2.2 Achievement .....................................................................62
3.3.3 Game Balancing ...............................................................................63
3.3.3.1 Game Balancing pada Classpoint .....................................63
3.3.3.2 Game Balancing pada Typing Battle ...............................63
3.3.3.3 Game Balancing pada Treasure Hunt ...............................64
3.4 Perancangan Sistem ........................................................................................64
3.4.1 Use Case Diagram ............................................................................64
3.4.2 Use Case Narrative ..........................................................................66
3.4.3 Activity Diagram ..............................................................................84
3.4.4 Class Diagram ...............................................................................100
3.5 Perancangan Storyboard ...............................................................................101
BAB 4 IMPLEMENTASI DAN EVALUASI ............................................................131
4.1 Spesifikasi Implementasi ..............................................................................131
4.1.1 Spesifikasi Perangkat Keras ..........................................................131
4.1.2 Spesifikasi Perangkat Lunak .........................................................131
4.2 Cara Instalasi .................................................................................................132
4.3 Prosedur Penggunaan ....................................................................................135
4.3.1 Memulai Permainan .......................................................................135
4.3.2 Menu Utama ...................................................................................136
4.3.3 Cerita ..............................................................................................137
4.3.4 Input nama .....................................................................................139
4.3.5 Pergantian hari ...............................................................................139
4.3.6 Tutorial ...........................................................................................140
4.3.7 Relasi NPC .....................................................................................142
4.3.8 Typing Battle .................................................................................143
4.3.9 Treasure Hunt .................................................................................147
4.3.10 Petunjuk .......................................................................................148
4.3.11 Ujian .............................................................................................148
4.3.12 Menu in-game ..............................................................................149
4.3.13 Pencapaian ...................................................................................150
4.3.14 Peringkat Umum ..........................................................................152
4.3.15 Pengaturan ....................................................................................153
4.3.16 Kredit ...........................................................................................154
4.4 Evaluasi .........................................................................................................154
4.4.1 Evaluasi dari Segi Interaksi Manusia dan Komputer .....................154
4.4.2 Evaluasi dari Segi 5 Elemen Multimedia .......................................159
4.4.3 Evaluasi segi Pengguna ..................................................................163
4.4.4 Evaluasi Game Sejenis ...................................................................170
BAB 5 SIMPULAN DAN SARAN ...............................................................................174
5.1 Simpulan .......................................................................................................174
5.2 Saran .............................................................................................................174
DAFTAR PUSTAKA ...................................................................................................175
RIWAYAT HIDUP ......................................................................................................177
LAMPIRAN ................................................................................................................... L1
DAFTAR TABEL
Tabel 2.1 Keterangan gambar Class diagram ...................................................................21
Tabel 3.1 Hasil perbandingan game sejenis ......................................................................50
Tabel 3.2 Use Case Narrative I “main game” ...................................................................66
Tabel 3.3 Use Case Narrative II “melihat tutorial” ...........................................................67
Tabel 3.4 Use Case Narrative III “play/pause video” .......................................................68
Tabel 3.5 Use Case Narrative IV “keluar video” ..............................................................69
Tabel 3.6 Use Case Narrative V “melakukan battle” .......................................................70
Tabel 3.7 Use Case Narrative VI “menambah relasi” ......................................................71
Tabel 3.8 Use Case Narrative VII “melakukan treasure hunt” .........................................72
Tabel 3.9 Use Case Narrative VIII “melakukan test for hint” ..........................................74
Tabel 3.10 Use Case Narrative IX “pilih kelas” ................................................................75
Tabel 3.11 Use Case Narrative X “melakukan ujian” .......................................................76
Tabel 3.12 Use Case Narrative XI “melanjutkan game” ...................................................77
Tabel 3.13 Use Case Narrative XII “melakukan setting” ..................................................78
Tabel 3.14 Use Case Narrative XIII “menghitung hari”....................................................79
Tabel 3.15 Use Case Narrative XIV “melihat high score” ................................................80
Tabel 3.16 Use Case Narrative XV “melihat achievement” ..............................................81
Tabel 3.17 Use Case Narrative XVI “melihat credit”........................................................82
Tabel 3.18 Use Case Narrative XVII “keluar game” .........................................................82
Tabel 3.19 Use Case Narrative XVIII “mengganti soal dan jawaban”..............................83
Tabel 4.1 Tabel Evaluasi Game Sejenis ..........................................................................171
DAFTAR GAMBAR
Gambar 2.1 Model Waterfall .............................................................................................13
Gambar 2.2 Contoh diagram use case................................................................................15
Gambar 2.3 Contoh diagram use case specification versi high-level ................................16
Gambar 2.4 Contoh diagram use case specification versi expanded .................................17
Gambar 2.5 Contoh potongan gambar class diagram ........................................................20
Gambar 2.6 Contoh activity diagram .................................................................................23
Gambar 3.1 Hasil kuesioner pertanyaan 1 .........................................................................36
Gambar 3.2 Hasil kuesioner pertanyaan 2 .........................................................................36
Gambar 3.3 Hasil kuesioner pertanyaan 3 .........................................................................37
Gambar 3.4 Hasil kuesioner pertanyaan 4 .........................................................................38
Gambar 3.5 Hasil kuesioner pertanyaan 5 .........................................................................39
Gambar 3.6 Hasil kuesioner pertanyaan 6 .........................................................................39
Gambar 3.7 Hasil kuesioner pertanyaan 7 .........................................................................40
Gambar 3.8 Hasil kuesioner pertanyaan 8 .........................................................................41
Gambar 3.9 Hasil kuesioner pertanyaan 9 .........................................................................41
Gambar 3.10 Hasil kuesioner pertanyaan 10 .....................................................................42
Gambar 3.11 Hasil kuesioner pertanyaan 11 .....................................................................43
Gambar 3.12 Hasil kuesioner pertanyaan 12-15 ................................................................44
Gambar 3.13 Hasil kuesioner pertanyaan 16 .....................................................................45
Gambar 3.14 Persona 3 Portable ........................................................................................47
Gambar 3.15 Who Wants to be a Millionaire ....................................................................49
Gambar 3.16 Kendo Boy ...................................................................................................50
Gambar 3.17 Karakter utama .............................................................................................59
Gambar 3.18 Kepala sekolah .............................................................................................59
Gambar 3.19 Wali kelas .....................................................................................................60
Gambar 3.20 NPC teman sekelas.......................................................................................60
Gambar 3.21 NPC teman kelas lain ...................................................................................61
Gambar 3.22 Use Case Pemain ..........................................................................................65
Gambar 3.23 Use Case Admin...........................................................................................65
Gambar 3.24 Activity Diagram I “main game” .................................................................84
Gambar 3.25 Activity Diagram II “melihat tutorial” .........................................................85
Gambar 3.26 Activity Diagram III “play/pause video” .....................................................86
Gambar 3.27 Activity Diagram IV “keluar video” ............................................................87
Gambar 3.28 Activity Diagram V “melakukan battle” ......................................................88
Gambar 3.29 Activity Diagram VI “menambah relasi” .....................................................89
Gambar 3.30 Activity Diagram VII “melakukan treasure hunt” .......................................90
Gambar 3.31 Activity Diagram VIII “melakukan test for hint” ........................................91
Gambar 3.32 Activity Diagram IX “pilih kelas” ...............................................................92
Gambar 3.33 Activity Diagram X “melakukan ujian”.......................................................93
Gambar 3.34 Activity Diagram XI “melanjutkan game” ..................................................94
Gambar 3.35 Activity Diagram XII “melakukan setting” .................................................95
Gambar 3.36 Activity Diagram XIII “menghitung hari” ...................................................96
Gambar 3.37 Activity Diagram XIV “melihat high score” ...............................................96
Gambar 3.38 Activity Diagram XV “melihat achievement” .............................................97
Gambar 3.39 Activity Diagram XVI “melihat credit” .......................................................97
Gambar 3.40 Activity Diagram XVII “keluar game” ........................................................98
Gambar 3.41 Activity Diagram XVIII “mengganti soal dan jawaban” .............................99
Gambar 3.42 Class Diagram” ..........................................................................................100
Gambar 4.1 Prosedur Instalasi (1) ...................................................................................132
Gambar 4.2 Prosedur Instalasi (2) ...................................................................................132
Gambar 4.3 Prosedur Instalasi (3) ...................................................................................133
Gambar 4.4 Prosedur Instalasi (4) ...................................................................................133
Gambar 4.5 Prosedur Instalasi (5) ...................................................................................134
Gambar 4.6 Prosedur Instalasi (6) ...................................................................................134
Gambar 4.7 Prosedur Instalasi (7) ...................................................................................135
Gambar 4.8 Icon Game Dream School ............................................................................136
Gambar 4.9 Menu Utama ................................................................................................137
Gambar 4.10 Dialog Pembukaan ....................................................................................138
Gambar 4.11 Dialog dalam Kelas ...................................................................................138
Gambar 4.12 Input Nama Karakter ..................................................................................139
Gambar 4.13 Ganti Hari ...................................................................................................140
Gambar 4.14 Konfirmasi Tutorial....................................................................................141
Gambar 4.15 Pilihan Video Tutorial ................................................................................141
Gambar 4.16 Video Tutorial ............................................................................................142
Gambar 4.17 Relasi NPC dan pertanyaannya ..................................................................143
Gambar 4.18 Koridor Kelas .............................................................................................144
Gambar 4.19 Typing Battle (1) .......................................................................................145
Gambar 4.20 Typing Battle (2) .......................................................................................146
Gambar 4.21 Typing Battle (3) .......................................................................................146
Gambar 4.22 Koridor Kelas saat Event ...........................................................................147
Gambar 4.23 Pertanyaan untuk Mendapatkan Petunjuk ..................................................148
Gambar 4.24 Ujian ...........................................................................................................149
Gambar 4.25 Menu In-Game ...........................................................................................150
Gambar 4.26 Kelas Poin ..................................................................................................151
Gambar 4.27 Pencapaian .................................................................................................151
Gambar 4.28 Relasi ..........................................................................................................152
Gambar 4.29 Peringkat Umum ........................................................................................152
Gambar 4.30 Pengaturan Grafis ......................................................................................153
Gambar 4.31 Pengaturan Suara........................................................................................153
Gambar 4.32 Kredit .........................................................................................................154
Gambar 4.33 Peletakan tombol menu yang konsisten .....................................................155
Gambar 4.34 Pilihan video tutorial untuk pemakai pemula ............................................155
Gambar 4.35 Contoh penerapan umpan balik yang informatif ........................................156
Gambar 4.36 Contoh dialog yang menghasilkan suatu penutupan ..................................156
Gambar 4.37 Contoh penanganan kesalahan ...................................................................157
Gambar 4.38 Contoh tampilan untuk kembali ke tindakan sebelumnya .........................158
Gambar 4.39 Contoh tampilan yang mendukung tempat pengendali internal.................159
Gambar 4.40 Contoh tombol yang familiar dan diketahui oleh umum ...........................159
Gambar 4.41 Dialog .........................................................................................................160
Gambar 4.42 Gambar pada Game Dream School ............................................................161
Gambar 4.43 Animasi pada Typing Battle (1) .................................................................161
Gambar 4.44 Animasi pada Typing Battle (2) .................................................................162
Gambar 4.45 Gambar Video pada Game Dream School .................................................162
Gambar 4.46 Hasil Kuesioner Evaluasi pertanyaan 1 .....................................................163
Gambar 4.47 Hasil Kuesioner Evaluasi pertanyaan 2 .....................................................164
Gambar 4.48 Hasil Kuesioner Evaluasi pertanyaan 3 .....................................................165
Gambar 4.49 Hasil Kuesioner Evaluasi pertanyaan 4 .....................................................165
Gambar 4.50 Hasil Kuesioner Evaluasi pertanyaan 5 .....................................................166
Gambar 4.51 Hasil Kuesioner Evaluasi pertanyaan 6 .....................................................167
Gambar 4.52 Hasil Kuesioner Evaluasi pertanyaan 7 .....................................................168
Gambar 4.53 Hasil Kuesioner Evaluasi pertanyaan 8 .....................................................168
Gambar 4.54 Hasil Kuesioner Evaluasi pertanyaan 9 .....................................................169
Gambar 4.55 Hasil Kuesioner Evaluasi pertanyaan 10 ...................................................170
DAFTAR LAMPIRAN
Lampiran 1 : Kuesioner Analisis User ............................................................................. L1
Lampiran 2 : Jawaban Kuesioner Analisis User .............................................................. L6
Lampiran 3 : Kuesioner Evaluasi ..................................................................................... L9
Lampiran 4 : Jawaban Kuesioner Evaluasi .................................................................... L11
Lampiran 5 : Prosedur Penggunaan Admin ................................................................... L12
Lampiran 6 : Perhitungan Game Balancing Poin .......................................................... L13