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