RANCANG BANGUN APLIKASI GAME EDUKASI RINDIK PADA PLATFORM ANDROID
TUGAS AKHIR
Diajukan guna memenuhi sebagian persyaratan dalam rangka menyelesaikan Program Sarjana Strata Satu (S1) Program Studi Teknologi Informasi
I MADE SAPUTRA MAHARDIKA NIM.1104505093
JURUSAN TEKNOLOGI INFORMASI FAKULTAS TEKNIK UNIVERSITAS UDAYANA 2015
PERNYATAAN
Dengan ini saya menyatakan bahwa dalam Tugas Akhir ini tidak terdapat karya yang pernah diajukan untuk memperoleh gelar kesarjanaan di suatu perguruan tinggi, dan sepanjang pengetahuan saya juga tidak terdapat karya atau pendapat yang pernah ditulis atau diterbitkan oleh orang lain, kecuali yang secara tertulis diacu dalam naskah ini dan disebutkan dalam daftar pustaka.
Denpasar, Juli 2015
I Made Saputra Mahardika
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LEMBAR PENGESAHAN
JUDUL
: RANCANG BANGUN APLIKASI GAME EDUKASI RINDIK PADA PLATFORM ANDROID
NAMA
: I MADE SAPUTRA MAHARDIKA
NIM
: 1104505093
JURUSAN
: TEKNOLOGI INFORMASI
FAKULTAS
: TEKNIK
TANGGAL UJIAN
: 5 FEBRUARI 2015
Menyetujui, Pembimbing I,
Pembimbing I,
A. A. Kt Agung Cahyawan Wiranatha, S.T., M.T. NIP. 19731213 200801 1 004
I I Ketut Adi Purnawan, S.T., M.Eng. NIP. 19841120 200912 1 002
Mengetahui, Ketua Jurusan,
Dr. Eng. I Putu Agung Bayupati, S.T., M.T. NIP.19750423 200312 1 002
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BERITA ACARA
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KATA PENGANTAR Puji dan syukur penulis panjatkan kehadapan Ida Sang Hyang Widhi Wasa Tuhan Yang Maha Esa, karena atas Asung Kerta Wara Nugraha-Nya, akhirnya penulis dapat menyelesaikan Tugas Akhir ini. Tugas Akhir yang berjudul “Rancang Bangun Aplikasi Game Edukasi Rindik pada Platform Android”. Selama pelaksanaan tugas akhir ini penulis mendapatkan banyak masukan dan bimbingan dari berbagai pihak. Untuk itu, penulis ingin mengucapkan rasa terima kasih kepada: 1.
Bapak Prof. Ir. Ngakan Putu Gede Suardana, M.T., 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. K. Agung Cahyawan W., S.T., M.T. selaku dosen pembimbing I yang telah banyak meluangkan waktu memberikan dorongan, bimbingan, tuntunan dan kesabaran selama penyusunan Tugas Akhir ini.
4.
Bapak I Ketut Adi Purnawan, S.T., M.Eng. selaku dosen pembimbing II yang telah banyak meluangkan waktu memberikan dorongan, bimbingan, tuntunan dan kesabaran selama penyusunan Tugas Akhir ini.
5.
Orang tua serta anggota keluarga yang telah banyak memberikan dukungan baik jasmani maupun rohani selama penulis menyusun Tugas Akhir ini.
6.
Saudara Gede Hery Mahardika dan teman-teman Teknologi Informasi angkatan 2011 yang telah banyak membantu menyusun Tugas Akhir ini. Penulis menyadari bahwa tugas akhir ini masih jauh dari sempurna. Akhir
kata penulis memohon maaf jika ada kesalahan dalam penulisan tugas akhir ini.
Bukit Jimbaran, Juni 2015
I Made Saputra Mahardika
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ABSTRAK
Rindik merupakan alat musik tradisional Bali yang terbuat dari bambu. Rindik merupakan alat musik yang terdiri dari 11 bambu dengan varian nada yaitu ndung, ndang, nding, ndong, ndeng, ndung, ndang, nding, ndong, ndeng dan ndung. Aplikasi game edukasi Rindik ini diharapkan mampu menumbuhkan minat user untuk memainkan alat musik tradisional Bali khususnya Rindik. Game Rindik ini merupakan game yang berjenis rhythm game, sehingga dalam pengembangan aplikasi ini menggunakan metode multitouch. Multitouch dapat dikatakan menggunakan media input yang sama dengan touchscreen, namun perbedaannya adalah dengan multitouch pada game ini dapat menginputkan lebih dari satu sentuhan pada bilah Rindik. Hasil yang didapat dari game ini adalah sebuah game yang dapat dimainkan dengan mudah, dapat berjalan baik pada device Android dan dapat menjadi media pembelajaran musik tradisional Bali khususnya Rindik. Kata Kunci: Rindik, Game, Edukasi, Multitouch, Ritme.
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ABSTRACT
Rindik is a traditional music made from bamboo. Rindik is musical instrument consisting of 11 variant tone such as ndung, ndang, nding, ndong, ndeng, ndung, ndang, nding, ndong, ndeng and ndung. The application of the Rindik education game expected to grow interest user to play the traditional music Bali especially Rindik’s music. Genre of this game is rhythm game, so in the development of this game use a method of multitouch. Using multitouch input same like using touchscreen method, but the difference is with multitouch method in this game can input more then one touch at leaf’s Rindik. The result of this game is a game can be played easily, can run well on Android and preservation of traditional music of Bali especially Rindik’s music. Keywords: Rindik, Game, Education, Multitouch, Rhythm.
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DAFTAR ISI
HALAMAN JUDUL .............................................................................................. i SURAT PERNYATAAN ...................................................................................... ii LEMBAR PENGESAHAN TUGAS AKHIR .................................................... iii BERITA ACARA TUGAS AKHIR .................................................................... iv KATA PENGANTAR ........................................................................................... v ABSTRAK ............................................................................................................ vi ABSTRACT .......................................................................................................... vii DAFTAR ISI ....................................................................................................... viii DAFTAR GAMBAR ............................................................................................ xi DAFTAR TABEL .............................................................................................. xiii BAB I ...................................................................................................................... 1 1.1 Latar Belakang Masalah .............................................................................. 1 1.2 Rumusan Masalah ....................................................................................... 2 1.3 Tujuan Penulisan ......................................................................................... 2 1.4 Manfaat Penulisan ....................................................................................... 3 1.5 Batasan Masalah Penelitian......................................................................... 3 1.6 Luaran yang Diharapkan ............................................................................. 3 1.7 Sistematika Penulisan ................................................................................. 4 BAB II .................................................................................................................... 5 2.1 State of the Art............................................................................................. 5 2.2 Rindik .......................................................................................................... 6 2.2.1 Proses Pembuatan ................................................................................. 7 2.2.2 Nada Rindik .......................................................................................... 7 2.3 Game ........................................................................................................... 8 2.3.1 Jenis-jenis Game ................................................................................... 9 2.3.2 Elemen Dasar Game............................................................................ 10 2.3.3 Game Edukasi ..................................................................................... 11 2.4 Android ..................................................................................................... 12 2.5 Android SDK (Software Development Kit) .............................................. 15 2.6 Android Development Tools (ADT) ......................................................... 16 2.7 Unity Game Engine ................................................................................... 16 2.8 Bahasa Pemrograman JavaScript .............................................................. 17 2.9 Adobe Audition ......................................................................................... 18 2.10 Adobe Illustrator ....................................................................................... 19 2.11 UML (Unified Modeling Language) ......................................................... 20 2.11.1 Diagram Use Case............................................................................... 21 2.11.2 Diagram Class ..................................................................................... 22 2.11.3 Diagram Sequence ............................................................................... 22 2.11.4 Diagram ............................................................................................... 23 2.12 Multitouch ................................................................................................. 24 BAB III ................................................................................................................. 26 3.1 Waktu dan Tempat Penelitian ................................................................... 26 3.2 Data ........................................................................................................... 26 viii
3.2.1 Sumber Data ........................................................................................ 26 3.2.2 Metode Pengumpulan Data ................................................................. 26 3.3 Alur Penelitian .......................................................................................... 27 3.4 Alat Penelitian ........................................................................................... 28 3.5 Gambaran Umum Sistem .......................................................................... 29 3.6 Perancangan Sistem .................................................................................. 30 3.6.1 Flowchart Game Rindik...................................................................... 30 3.6.2 Diagram Use Case............................................................................... 34 3.6.3 Diagram Activity.................................................................................. 34 3.6.3.1 Diagram Activity Play Game Rindik ............................................. 35 3.6.3.2 Diagram Activity Tutorial Game Rindik ....................................... 36 3.6.3.3 Diagram Activity High Score Game Rindik .................................. 37 3.6.3.4 Diagram Activity Credit Game Rindik .......................................... 37 3.6.3.5 Diagram Activity Exit Game Rindik.............................................. 38 3.6.4 Diagram Sequence ............................................................................... 39 3.6.4.1 Diagram Sequence Start Game ..................................................... 39 3.6.4.2 Diagram Sequence Tutorial .......................................................... 40 3.6.4.3 Diagram Sequence High Score...................................................... 40 3.6.4.4 Diagram Sequence Credit ............................................................. 41 3.6.4.5 Diagram Sequence Exit ................................................................. 42 3.7 Perancangan User Interface ...................................................................... 43 3.8 Perancangan Desain Grafis ....................................................................... 46 3.9 Perancangan Suara .................................................................................... 51 BAB IV ................................................................................................................. 52 4.1 Konfigurasi Hardware .............................................................................. 52 4.2 Konfigurasi Software ................................................................................ 52 4.3 Hasil Perancangan ..................................................................................... 52 4.3.1 Tampilan Splash Screen ...................................................................... 53 4.3.2 Tampilan Loading Screen ................................................................... 53 4.3.3 Tampilan Main Menu ....................................................................... 54 4.3.4 Tampilan Daftar Lagu ......................................................................... 55 4.3.5 Tampilan Game Play........................................................................... 55 4.3.6 Tampilan Tutorial ............................................................................... 58 4.3.7 Tampilan High Score .......................................................................... 59 4.3.8 Tampilan Credit .................................................................................. 60 4.4 Uji Coba pada Device................................................................................ 60 4.4.1 Uji Coba pada Asus Zenphone 5 ......................................................... 61 4.4.2 Uji Coba pada Acer Liquid E3 ............................................................ 66 4.5 Analisa Sistem........................................................................................... 70 4.5.1 Metode Pengambilan ........................................................................... 70 4.5.2 Kriteria Variabel.................................................................................. 70 4.5.2.1 Aspek Pengalaman User ............................................................... 70 4.5.2.2 Aspek Grafis Game ....................................................................... 71 4.5.2.3 Aspek Rekayasa Perangkat Lunak ................................................ 71 4.5.2.4 Aspek Entertainment ..................................................................... 71 4.5.2.5 Aspek Content ............................................................................... 71 ix
4.5.3 Penerapan Score .................................................................................. 72 4.6 Perhitungan dan Penyajian Data ............................................................... 72 4.6.1 Perhitungan Aspek Pengalaman User ................................................. 72 4.6.2 Perhitungan Aspek Grafis Game......................................................... 74 4.6.3 Perhitungan Aspek Rekayasa Perangkat Lunak .................................. 76 4.6.4 Perhitungan Aspek Entertainment ...................................................... 78 4.6.5 Perhitungan Aspek Content................................................................. 80 4.7 Kelebihan dan Kelemahan Sistem ............................................................ 82 4.7.1 Kelebihan Sistem ................................................................................ 83 4.7.2 Kekurangan Sistem ............................................................................. 83 BAB V................................................................................................................... 84 5.1 Simpulan ................................................................................................... 84 5.2 Saran .......................................................................................................... 84 DAFTAR PUSTAKA .......................................................................................... 86
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DAFTAR GAMBAR
Gambar 2.1 Alat Musik Rindik ............................................................................. 6 Gambar 2.2 Game Edukasi JA-KO Implementasi Pembuatan Pizza .................. 12 Gambar 2.3 Logo Android .................................................................................. 15 Gambar 2.4 Logo Android versi 4.4 .................................................................... 15 Gambar 2.5 Logo Unity ....................................................................................... 16 Gambar 2.6 Contoh Diagram Use Case .............................................................. 21 Gambar 2.7 Contoh Diagram Sequence Memilih Alat Musik ............................ 23 Gambar 2.8 Contoh Diagram Activity Laporan Penjualan .................................. 24 Gambar 3.1 Alur Penelitian Game Edukasi Rindik pada Platform Android....... 27 Gambar 3.2 Flowchart Game Rindik .................................................................. 31 Gambar 3.3 Flowchart Metode Multitouch ......................................................... 33 Gambar 3.4 Diagram Use Case Game Rindik ..................................................... 34 Gambar 3.5 Diagram Activity Play Game ........................................................... 35 Gambar 3.6 Diagram Activity Tutorial Game ..................................................... 36 Gambar 3.7 Diagram Activity High Score ........................................................... 37 Gambar 3.8 Diagram Activity Credit Game Rindik ............................................ 38 Gambar 3.9 Diagram Activity Exit Game Rindik ................................................ 38 Gambar 3.10 Diagram Sequence dari Start Game ............................................... 39 Gambar 3.11 Diagram Sequence dari Tutorial .................................................... 40 Gambar 3.12 Diagram Sequence dari High Score ............................................... 41 Gambar 3.13 Diagram Sequence dari Credit ....................................................... 42 Gambar 3.14 Diagram Sequence dari Exit Game ................................................ 42 Gambar 3.15 Perancangan User Interface Main Menu ....................................... 43 Gambar 3.16 Perancangan User Interface List Lagu .......................................... 44 Gambar 3.17 Perancangan User Interface Play Game ........................................ 44 Gambar 3.18 Perancangan User Interface Tutorial Game .................................. 45 Gambar 3.19 Perancangan User Interface Kreasi Sendiri................................... 45 Gambar 3.20 Perancangan User Interface High Score ....................................... 46 Gambar 3.21 Desain Background Main Menu .................................................... 47 Gambar 3.22 Desain Background Daftar Lagu dan Level Permainan ................. 47 Gambar 3.23 Desain Background High Score dan Credit Scene ........................ 48 Gambar 3.24 Desain Background Tutorial Scene ............................................... 48 Gambar 3.25 Desain Background Play Game, Cara Bermain dan Kreasi Sendiri Scene .............................................................................................. 49 Gambar 4.1 Tampilan Splash Screen .................................................................. 53 Gambar 4.2 Tampilan Loading Screen ................................................................ 53 Gambar 4.3 Tampilan Main Menu Aplikasi Game Rindik ................................. 54 Gambar 4.4 Tampilan Daftar Lagu Aplikasi Game Rindik ................................ 55 Gambar 4.5 Tampilan Game Scene Aplikasi Game Rindik ................................ 56 Gambar 4.6 Tampilan Bertambahnya Score saat Ketukan Benar ....................... 56 Gambar 4.7 Tampilan Berkurangnya Score saat Ketukan Salah......................... 57 Gambar 4.8 Tampilan Game Over ...................................................................... 57 Gambar 4.9 High Score dari Lagu yang Telah Dimainkan ................................. 58 xi
Gambar 4.10 Tampilan Tutorial Scene................................................................ 58 Gambar 4.11 Tampilan Kreasi Sendiri Scene ...................................................... 59 Gambar 4.12 Tampilan Cara Bermain ................................................................. 59 Gambar 4.13 Tampilan High Score Scene........................................................... 60 Gambar 4.14 Tampilan Credit Scene .................................................................. 60 Gambar 4.15 Tampilan Splash Screen ................................................................ 61 Gambar 4.16 Tampilan Main Menu pada Asus Zenphone 5 ............................... 61 Gambar 4.17 Tampilan List Lagu pada Asus Zenphone 5 ................................. 62 Gambar 4.18 Tampilan Loading Screen .............................................................. 62 Gambar 4.19 Tampilan Game Play pada Asus Zenphone 5................................ 62 Gambar 4.20 Tampilan Score Bertambah pada Asus Zenphone 5 ...................... 63 Gambar 4.21 Tampilan Score Berkurang pada Asus Zenphone 5 ...................... 63 Gambar 4.22 Tampilan High Score Level pada Asus Zenphone 5 ..................... 63 Gambar 4.23 Tampilan Game Over .................................................................... 64 Gambar 4.24 Tampilan Tutorial pada Asus Zenphone 5 .................................... 64 Gambar 4.25 Tampilan Info Cara Bermain pada Asus Zenphone 5 ................... 64 Gambar 4.26 Tampilan Kreasi Sendiri pada Asus Zenphone 5 .......................... 65 Gambar 4.27 Tampilan High Score pada Asus Zenphone 5 ............................... 65 Gambar 4.28 Tampilan Credit pada Asus Zenphone 5 ....................................... 65 Gambar 4.29 Tampilan Splash Screen ................................................................ 66 Gambar 4.30 Tampilan Main Menu pada Acer Liquid E3 .................................. 66 Gambar 4.31 Tampilan List Lagu pada Acer Liquid E3 ..................................... 67 Gambar 4.32 Tampilan Loading Screen .............................................................. 67 Gambar 4.33 Tampilan Score Bertambah pada Acer Liquid E3 ......................... 67 Gambar 4.34 Tampilan Score Berkurang pada Acer Liquid E3.......................... 68 Gambar 4.35 Tampilan High Score Level pada Acer Liquid E3 ......................... 68 Gambar 4.36 Tampilan Game Over .................................................................... 68 Gambar 4.37 Tampilan Tutorial pada Acer Liquid E3 ....................................... 68 Gambar 4.38 Tampilan Info Cara Bermain pada Acer Liquid E3....................... 69 Gambar 4.39 Tampilan Kreasi Sendiri pada Acer Liquid E3.............................. 69 Gambar 4.40 Tampilan High Score pada Acer Liquid E3 .................................. 69 Gambar 4.41 Tampilan Credit pada Acer Liquid E3 .......................................... 69 Gambar 4.42 Diagram Aspek Pengalaman User ................................................. 74 Gambar 4.43 Diagram Aspek Grafis Game......................................................... 76 Gambar 4.44 Diagram Rekayasa Perangkat Lunak ............................................. 78 Gambar 4.45 Diagram Aspek Entertainment ...................................................... 80 Gambar 4.46 Diagram Aspek Content ................................................................ 82
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DAFTAR TABEL
Tabel 3.1 Button Game Rindik ............................................................................. 49 Tabel 4.1 Penilaian Responden Terhadap Pengalaman User ............................... 72 Tabel 4.2 Penilaian Responden Terhadap Grafis Game....................................... 74 Tabel 4.3 Penilaian Responden Terhadap Rekayasa Perangkat Lunak ................ 76 Tabel 4.4 Penilaian Responden Terhadap Entertainment .................................... 79 Tabel 4.5 Penilaian Responden Terhadap Content .............................................. 81
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