RANCANG BANGUN GAME EDUKASI MENGENAL HURUF KATAKANA DAN HIRAGANA BERBASIS ANDROID
TUGAS AKHIR
Diajukan guna memenuhi sebagian persyaratan dalam rangka menyelesaikan Pendidikan Sarjana Strata Satu (S1) Program Studi Teknologi Informasi
AGUS GEDE ADI PRAYOGA NIM: 1104505095
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 perguruan tinggi lain, dan sepanjang pengetahuan saya tidak terdapat karya atau pendapat yang pernah ditulis atau diterbitkan oleh orang lain, kecuali yang secara tertulis diacu dalam naskah ini dan disebutkan pada daftar pustaka.
Denpasar, Juli 2015
Agus Gede Adi Prayoga
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KEMENTRIAN PENDIDIKAN DAN KEBUDAYAAN UNIVERSITAS UDAYANA FAKULTAS TEKNIK JURUSAN TEKNOLOGI INFORMASI Gedung Teknologi informasi, Kampus bukit Jimbaran – Bali Telpon: +62 85102853533 email:
[email protected] laman: http://www.it.unud.ac.id
LEMBAR PENGESAHAN TUGAS AKHIR JUDUL
: RANCANG BANGUN GAME EDUKASI MENGENAL HURUF KATAKANA DAN HIRAGANA BERBASIS ANDROID NAMA : AGUS GEDE ADI PRAYOGA NIM : 1104505095 JURUSAN : TEKNOLOGI INFORMASI FAKULTAS : TEKNIK TANGGAL DIUJI : 07 JULI 2015
Menyetujui,
Dosen Pembimbing I,
Dr. Eng. I Putu Agung Bayupati, S.T., M.T. NIDN. 0023047504
Dosen Pembimbing II,
A. A. Kt Agung Cahyawan Wiranatha, S.T., M.T. NIDN. 0013127304
Mengetahui, Ketua Jurusan Teknologi Informasi Fakultas Teknik Universitas Udayana,
Dr. Eng. I Putu Agung Bayupati, S.T., M.T. NIP. 197504232003121002
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KEMENTRIAN PENDIDIKAN DAN KEBUDAYAAN UNIVERSITAS UDAYANA FAKULTAS TEKNIK JURUSAN TEKNOLOGI INFORMASI Gedung Teknologi informasi, Kampus bukit Jimbaran – Bali Telpon: +62 85102853533 email:
[email protected] laman: http://www.it.unud.ac.id
BERITA ACARA TUGAS AKHIR JUDUL
NAMA NIM JURUSAN FAKULTAS TANGGAL UJIAN
: RANCANG BANGUN GAME EDUKASI MENGENAL HURUF KATAKANA DAN HIRAGANA BERBASIS ANDROID : AGUS GEDE ADI PRAYOGA : 1104505095 : TEKNOLOGI INFORMASI : TEKNIK : 07 JULI 2015
Telah dipertahankan dihadapan Dewan Penguji dan diterima sebagai bagian persyaratan yang diperlukan untuk memperoleh gelar Sarjana Teknologi Informasi pada Program Studi Teknologi Informasi, Fakultas Teknik, Universitas Udayana dengan nilai A.
DEWAN PENGUJI TUGAS AKHIR
Ketua,
Penguji I,
Dr. Eng. I Putu Agung Bayupati, S.T., M.T. NIDN. 0023047504
I Ketut Adi Purnawan, S.T., M.Eng. NIDN. 0020118402
Sekretaris,
Penguji II,
A. A. Kt Agung Cahyawan Wiranatha, S.T., M.T. NIDN. 0013127304
Ni Kadek Ayu Wirdiani, S.T., M.T. NIDN. 0827038102 Penguji III,
Ni Kadek Dwi Rusjayanti, S.T., M.T. NIDN. 0809058502
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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, penulis dapat menyelesaikan tugas akhir yang berjudul “Rancang Bangun Game Edukasi Mengenal Huruf Katakana dan Hiragana Berbasis Android”. Selama pelaksanaan tugas akhir ini penulis mendapat banyak masukan dan bimbingan dari berbagai pihak. Untuk itu penulis ingin menyampaikan ucapan 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 dan dosen pembimbing I yang telah banyak memberikan bimbingan dan arahan selama penyusunan Tugas Akhir ini.
3.
Bapak Anak Agung Ketut Agung Cahyawan Wiranatha, S.T., M.T., selaku dosen pembimbing II yang juga telah memberikan bimbingan dan tuntunan selama penyusunan Tugas Akhir ini.
4.
Bapak Ir. Wayan Arta Wijaya, M.Erg., M.T., selaku dosen pembimbing akademik yang telah memberikan bimbingan selama menempuh pendidikan di Jurusan Teknologi Informasi Fakultas Teknik Universitas Udayana.
5.
Orang tua yang telah memberikan dukungan baik jasmani maupun rohani selama penulis menyusun Tugas Akhir ini.
6.
Seluruh teman-teman Teknologi Informasi angkatan 2011. Penulis menyadari bahwa tugas akhir ini masih jauh dari sempurna. Akhir
kata penulis memohon maaf jika ada kesalahan dalam penulisan tugas akhir ini.
Denpasar, Juli 2015
Adi Prayoga
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ABSTRAK
Bahasa Jepang merupakan bahasa yang berbeda dengan bahasa lain pada umumnya karena penulisannya menggunakan huruf Katakana dan Hiragana. Kebutuhan akan bahasa Jepang sangat beragam terutama dalam berkomunikasi contohnya menyambut wisatawan. Pembelajaran bahasa Jepang di Indonesia menemui beberapa kendala diantaranya kurangnya sarana pembelajaran serta suasana belajar yang cenderung membosankan sehingga banyak siswa mengalami kesulitan belajar. Game edukasi pada perangkat mobile merupakan metode pembelajaran baru yang dinilai dapat lebih menarik minat seseorang untuk belajar. Game Edukasi Mengenal Huruf Katakana dan Hiragana dibuat bertujuan membantu mengatasi kesulitan belajar bahasa Jepang terkait penguasaan huruf Katakana dan Hiragana. Materi yang disisipkan dalam game bersumber dari kurikulum Ni Hon Go No Kyoukasho dan Ni Hon Go 1. Game memiliki tiga fitur pembelajaran diantaranya tabel, menulis dan tebak huruf serta fitur permainan sebagai hiburan. Berdasarkan hasil kuesioner 30 siswa yang mengalami kesulitan belajar bahasa Jepang, sebanyak 60% responden menyatakan game mudah dipahami sebagai media pembelajaran bahasa Jepang. Kata kunci : Bahasa Jepang, Katakana Hiragana, kesulitan belajar, game edukasi
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ABSTRACT
Japanese language is different from other language in general, because in its writing is using Katakana and Hiragana letter. The use of Japanese is in various need, especially in communication for example entertaining tourists. Japanese language learning in Indonesia facing several problems among other are lack of infrastructure in practicing and also boring atmosphere which make students having difficulty in learning. Educational game application for mobile device is a new learning method is considered as a tool to attract one’s interest to learn. Educational Games to Indentify Katakana and Hiragana Letter is created in order to help to overcome the difficulty in learning Japanese Language relate to mastery Katakana and Hiragana letter. Learning material which is implied in the game came from Ni Hon Go 1 and Ni Hon Go No Kyoukasho curriculum. Game have three learning features such as table, letter writing and guessing, there are also entertaining addition features. Based on questionnaire data result on 30 students having difficulty in learning Japanese language, as much as 60% of respondents say that the game was easily understood as a Japanese language learning media. Keywords : Japanese Language, Katakana Hiragana, learning difficulty, educational game
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DAFTAR ISI
HALAMAN SAMPUL ................................................................................................ i HALAMAN JUDUL .................................................................................................. ii LEMBAR PERNYATAAN ...................................................................................... iii LEMBAR PENGESAHAN TUGAS AKHIR ......................................................... iv BERITA ACARA TUGAS AKHIR .......................................................................... v KATA PENGANTAR ............................................................................................... vi ABSTRAK ................................................................................................................ vii ABSTRACT ............................................................................................................. viii DAFTAR ISI .............................................................................................................. ix DAFTAR GAMBAR ................................................................................................ xii DAFTAR TABEL ................................................................................................... xiv DAFTAR KODE PROGRAM ................................................................................ xv BAB I PENDAHULUAN ......................................................................................... 16 1.1 Latar Belakang ............................................................................................ 16 1.2 Rumusan Masalah ......................................................................................... 2 1.3 Tujuan ............................................................................................................ 3 1.4 Manfaat .......................................................................................................... 3 1.5 Batasan Masalah ............................................................................................ 3 1.6 Sistematika Penulisan .................................................................................... 4 BAB II KAJIAN PUSTAKA ..................................................................................... 6 2.1 State of the Art ............................................................................................... 6 2.2 Aksara Jepang................................................................................................ 7 2.2.1 Aksara Hiragana .................................................................................... 9 2.2.2 Aksara Katakana .................................................................................. 13 2.3 Game ........................................................................................................... 18 2.3.1 Game Edukasi ...................................................................................... 19 2.3.2 Elemen-Elemen Game Edukasi............................................................ 20 2.4 Game Engine ............................................................................................... 22 2.5 Corona SDK ................................................................................................ 22 2.6 Android ........................................................................................................ 24 2.6.1 Versi Android ....................................................................................... 25 2.7 Bahasa Pemrograman Lua ........................................................................... 26 2.8 Adobe Illustrator .......................................................................................... 27 2.9 Notepad++ ................................................................................................... 28 2.10 UML (Unified Modelling Language) .......................................................... 28 2.10.1 Use Case Diagram ............................................................................... 29 2.10.2 Activity Diagram .................................................................................. 30 2.10.3 Sequence Diagram ............................................................................... 31 2.11 SQLite ......................................................................................................... 32 BAB III METODOLOGI PENELITIAN .............................................................. 34 3.1 Tempat dan Waktu Penelitian ..................................................................... 34 3.2 Data ............................................................................................................. 34
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3.2.1 Sumber Data ......................................................................................... 34 3.2.2 Metode Pengumpulan Data .................................................................. 35 3.3 Alat Penelitian ............................................................................................. 35 3.4 Alur Penelitian ............................................................................................. 36 3.5 Gambaran Umum Sistem ............................................................................ 38 3.5.1 Level 1 .................................................................................................. 41 3.5.2 Level 2 .................................................................................................. 41 3.5.3 Level 3 .................................................................................................. 41 3.5.4 Level 4 .................................................................................................. 42 3.5.5 Level 5 .................................................................................................. 42 3.5.6 Level 6 .................................................................................................. 42 3.5.7 Level 7 .................................................................................................. 43 3.5.8 Level 8 .................................................................................................. 43 3.6 Perancangan Sistem ..................................................................................... 43 3.6.1 Use Case Diagram ............................................................................... 44 3.6.2 Activity Diagram .................................................................................. 45 3.6.3 Sequence Diagram ............................................................................... 53 3.7 Perancangan Atribut Game.......................................................................... 56 BAB IV PEMBAHASAN DAN ANALISA HASIL .............................................. 61 4.1 Konfigurasi Hardware ................................................................................. 61 4.2 Konfigurasi Software .................................................................................. 61 4.3 Hasil Perancangan ....................................................................................... 61 4.3.1 Splashscreen Scene .............................................................................. 62 4.3.2 Main Menu Scene ................................................................................. 63 4.3.3 Belajar Scene ........................................................................................ 63 4.3.4 Tabel Scene .......................................................................................... 65 4.3.5 Menulis Scene ...................................................................................... 65 4.3.6 Tebak Huruf Scene ............................................................................... 70 4.3.7 Level Scene ........................................................................................... 72 4.3.8 Loading Scene ...................................................................................... 73 4.3.9 Gameplay Scene ................................................................................... 73 4.3.10 Tutorial Scene....................................................................................... 77 4.3.11 High Score Scene ................................................................................. 77 4.4 Uji Coba pada Device .................................................................................. 79 4.4.1 ASUS Zenfone 5 .................................................................................. 80 4.5 Analisa Sistem ............................................................................................. 83 4.5.1 Metode Pengambilan Data ................................................................... 83 4.5.2 Kriteria Variabel................................................................................... 83 4.5.3 Penetapan Skor ..................................................................................... 85 4.6 Perhitungan dan Penyajian Data .................................................................. 85 4.6.1 Aspek Grafis Game .............................................................................. 86 4.6.2 Aspek Rekayasa Perangkat Lunak ....................................................... 91 4.6.3 Aspek Entertainment ............................................................................ 97 4.6.4 Aspek Content .................................................................................... 102 4.7 Kelebihan dan Kekurangan Sistem ........................................................... 107 4.7.1 Kelebihan Sistem ............................................................................... 107
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4.7.2 Kekurangan Sistem ............................................................................ 108 BAB V PENUTUP .................................................................................................. 110 5.1 Simpulan .................................................................................................... 110 5.2 Saran .......................................................................................................... 111 DAFTAR PUSTAKA ............................................................................................. 112
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DAFTAR GAMBAR
Gambar 2.1 Gambar 2.2 Gambar 2.3 Gambar 2.4 Gambar 2.5 Gambar 2.6 Gambar 2.7 Gambar 2.8 Gambar 2.9 Gambar 3.1 Gambar 3.2 Gambar 3.3 Gambar 3.4 Gambar 3.5 Gambar 3.6 Gambar 3.7 Gambar 3.8 Gambar 3.9 Gambar 3.10 Gambar 3.11 Gambar 3.12 Gambar 3.13 Gambar 3.14 Gambar 3.15 Gambar 3.16 Gambar 3.17 Gambar 3.18 Gambar 3.19 Gambar 3.20 Gambar 3.21 Gambar 3.22 Gambar 4.1 Gambar 4.2 Gambar 4.3 Gambar 4.4 Gambar 4.5 Gambar 4.6 Gambar 4.7 Gambar 4.8 Gambar 4.9 Gambar 4.10 Gambar 4.11
Aksara Hiragana dan Katakana .......................................................... 8 Langkah Menulis Huruf Hiragana .................................................... 12 Langkah Menulis Huruf Katakana .................................................... 17 Logo Corona SDK ............................................................................. 23 Logo Versi Android Froyo ................................................................ 26 Logo Bahasa Pemrograman Lua ....................................................... 26 Logo Adobe Illustrator ...................................................................... 27 Logo Notepad++ ................................................................................ 28 Contoh Diagram Sequence ................................................................ 32 Flowchart Alur Penelitian ................................................................. 37 Alur Gambaran Umum Sistem .......................................................... 39 Use Case Diagram Game .................................................................. 44 Activity Diagram Menu Belajar ......................................................... 45 Activity Diagram Menu Belajar Pilihan Tabel .................................. 46 Activity Diagram Menu Belajar Pilihan Menulis .............................. 48 Activity Diagram Menu Belajar Pilihan Tebak Huruf ....................... 49 Activity Diagram Menu Bermain ...................................................... 50 Activity Diagram Menu Tutorial ....................................................... 51 Activity Diagram Menu Skor ............................................................. 52 Sequence Diagram Menu Belajar ...................................................... 53 Sequence Diagram Menu Bermain ................................................... 54 Sequence Diagram Menu Tutorial .................................................... 55 Sequence Diagram Menu Skor .......................................................... 56 Rancangan Huruf Hiragana .............................................................. 57 Rancangan Huruf Katakana .............................................................. 57 Rancangan Judul Game ..................................................................... 58 Rancangan Karakter Game ................................................................ 58 Rancangan Button Game ................................................................... 59 Rancangan Background Game .......................................................... 59 Rancangan Background Loading Game ............................................ 60 Rancangan Atribut Kosakata Game .................................................. 60 Tampilan Splashscreen Scene ........................................................... 62 Tampilan Main Menu Scene .............................................................. 63 Tampilan Belajar Scene ..................................................................... 64 Tampilan Belajar Scene Pilihan Jenis Huruf ...................................... 64 Tampilan Tabel Scene ....................................................................... 65 Tampilan Menulis Scene .................................................................... 66 Tampilan Pop Up Berhasil Menulis Scene ......................................... 69 Tampilan Lanjutan Pop Up Berhasil Menulis Scene ......................... 69 Tampilan Tebak Huruf Scene ............................................................. 70 Jawaban Benar pada Tampilan Tebak Huruf Scene ........................... 71 Jawaban Salah pada Tampilan Tebak Huruf Scene ............................ 71
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Gambar 4.12 Gambar 4.13 Gambar 4.14 Gambar 4.15 Gambar 4.16 Gambar 4.17 Gambar 4.18 Gambar 4.19 Gambar 4.20 Gambar 4.21 Gambar 4.22 Gambar 4.23 Gambar 4.24 Gambar 4.25 Gambar 4.26 Gambar 4.27 Gambar 4.28 Gambar 4.29 Gambar 4.30 Gambar 4.31 Gambar 4.32 Gambar 4.33
Tampilan Level Scene ......................................................................... 72 Tampilan Loading Scene .................................................................... 73 Tampilan Gameplay Scene ................................................................. 74 Tampilan Game Paused pada Gameplay Scene ................................. 75 Tampilan Jawaban Salah pada Gameplay Scene ................................ 76 Tampilan Jawaban Benar pada Gameplay Scene ............................... 76 Tampilan Tutorial Scene..................................................................... 77 Tampilan High Score Scene ............................................................... 78 Tampilan Rapor pada High Score Scene ............................................ 78 Tampilan Main Menu pada ASUS Zenfone 5 .................................... 80 Tampilan Pilihan Menu Belajar pada ASUS Zenfone 5 .................... 80 Tampilan Fitur Tabel Menu Belajar pada ASUS Zenfone 5 .............. 81 Tampilan Fitur Menulis Menu Belajar pada ASUS Zenfone 5 .......... 81 Tampilan Pilihan Level Menu Bermain pada ASUS Zenfone 5......... 81 Tampilan Loading Menu Bermain pada ASUS Zenfone 5 ................ 82 Tampilan Pop Up Waktu Habis pada ASUS Zenfone 5 .................... 82 Tampilan Jawaban Salah pada ASUS Zenfone 5 ............................... 82 Tampilan Jawaban Benar pada ASUS Zenfone 5 .............................. 83 Diagram Aspek Grafis Game ............................................................. 91 Diagram Aspek Rekayasa Perangkat Lunak ...................................... 96 Diagram Aspek Entertainment ......................................................... 101 Diagram Aspek Content ................................................................... 107
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DAFTAR TABEL
Tabel 2.1 Tabel 2.2 Tabel 4.1 Tabel 4.2 Tabel 4.3 Tabel 4.4 Tabel 4.5 Tabel 4.6 Tabel 4.7 Tabel 4.8 Tabel 4.9 Tabel 4.10 Tabel 4.11 Tabel 4.12 Tabel 4.13 Tabel 4.14 Tabel 4.15 Tabel 4.16 Tabel 4.17 Tabel 4.18 Tabel 4.19 Tabel 4.20 Tabel 4.21
Simbol pada Use Case Diagram ............................................................ 29 Simbol pada Activity Diagram ............................................................... 31 Data Responden....................................................................................... 85 Penilaian Aspek Grafis Game oleh Kelompok 1 .................................... 86 Penilaian Aspek Grafis Game oleh Kelompok 2 .................................... 87 Penilaian Aspek Grafis Game oleh Kelompok 3 .................................... 87 Rincian dan Rata-rata Nilai Aspek Grafis Game .................................... 88 Penilaian Aspek Grafis Game ................................................................. 89 Penilaian Aspek Rekayasa Perangkat Lunak oleh Kelompok 1 ............. 91 Penilaian Aspek Rekayasa Perangkat Lunak oleh Kelompok 2 ............. 92 Penilaian Aspek Rekayasa Perangkat Lunak oleh Kelompok 3 ............. 93 Rincian dan Rata-rata Nilai Aspek Rekayasa Perangkat Lunak ............. 93 Penilaian Aspek Rekayasa Perangkat Lunak .......................................... 95 Penilaian Aspek Entertainment oleh Kelompok 1 .................................. 97 Penilaian Aspek Entertainment oleh Kelompok 2 .................................. 97 Penilaian Aspek Entertainment oleh Kelompok 3 .................................. 98 Rincian dan Rata-rata Nilai Aspek Entertainment .................................. 99 Penilaian Aspek Entertainment ............................................................. 100 Penilaian Aspek Content oleh Kelompok 1 .......................................... 102 Penilaian Aspek Content oleh Kelompok 2 .......................................... 103 Penilaian Aspek Content oleh Kelompok 3 .......................................... 103 Rincian dan Rata-rata Nilai Aspek Content .......................................... 104 Penilaian Aspek Content ....................................................................... 105
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DAFTAR KODE PROGRAM
Kode Program 4.1 Sintak Drawing Game ................................................................ 67 Kode Program 4.2 Sintak Insert Nilai untuk Proses Pengecekan Kebenaran Garis . 68 Kode Program 4.3 Sintak Pengacakan ...................................................................... 74
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