RANCANG BANGUN GAME TRADISIONAL ENGKLEK BERBASIS ANDROID
TUGAS AKHIR Diajukan guna memenuhi sebagian persyaratan dalam rangka menyelesaikan Pendidikan Sarjana Strata Satu (S1) Program Studi Teknologi Informasi
PUTU WULAN DEWI PRIHANDANI NIM: 1104505071
JURUSAN TEKNOLOGI INFORMASI FAKULTAS TEKNIK UNIVERSITAS UDAYANA 2015
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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 sepengetahuan 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.
. Putu Wulan Dewi Prihandani
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KATA PENGANTAR
Puji dan syukur penulis panjatkan kehadapan Ida Sang Hyang Widhi Wasa atau Tuhan Yang Maha Esa, karena atas Asung Kerta Wara Nugraha-Nya, penulis dapat menyelesaikan tugas akhir dengan judul “Rancang Bangun Game Tradisional Engklek Berbasis Android”. Tugas Akhir ini disusun sebagai salah satu syarat menyelesaikan studi sarjana strata satu di Jurusan Teknologi Informasi, Fakultas Teknik, Universitas Udayana. Selama pelaksanaan tugas akhir ini penulis mendapat banyak masukan dan bimbingan dari berbagai pihak. Untuk itu, penulis ingin mengucapkan rasa terima kasih kepada: 1. Bapak Prof. Ir. Ngakan Putu Gede Suardana, MT.,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 Universitas Udayana dan selaku pembimbing I, yang penuh kesabaran, kesungguhan serta nasehatnya dalam membimbing penulis menyelesaikan tugas akhir ini. 3. Bapak I Made Sukarsa, S.T.,M.T. selaku dosen pembimbing akademik, yang telah memberikan bimbingan selama menempuh pendidikan di Jurusan Teknologi Informasi Fakultas Teknik Universitas Udayana. 4. Ibu Ni Kadek Ayu Wirdiani, S.T.,M.T. selaku pembimbing II, yang penuh kesabaran, kesungguhan serta nasehatnya dalam membimbing penulis menyelesaikan tugas akhir ini. 5. Kedua orang tua I Made Arda Dana, S.P. dan Ni Made Suastini, S.S. dan saudara Made Chandra Nugraha yang telah memberikan banyak dukungan melalui doa dan material. 6. Serta rekan-rekan mahasiswa Teknologi Informasi angkatan 2011 yang telah memberikan sumbangan ide, pemikiran, dan dukungan selama penyusunan tugas akhir ini.
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Penulis menyadari bahwa laporan ini jauh dari sempurna semua pihak sangat diharapkan. Akhir kata, semoga laporan ini dapat memberikan manfaat bagi semua pihak sesuai dengan yang diharapkan.
Denpasar, Juli 2015 ..
Penulis....................
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ABSTRAK
Permainan tradisional sudah mulai terlupakan karena adanya permainan modern. Seiring dengan kemajuan teknologi, permainan tradisional anak-anak mulai tergantikan oleh permainan modern. Sebagai salah satu bentuk untuk menjaga dan melestarikan suatu permainan tradisional di perlukan suatu media yang dapat mengenalkan kembali permainan tradisional. Salah satunya dengan membuat aplikasi permainan yang bertemakan permainan tradisional engklek yang di mainkan melalui perangkat atau smartphone yang menggunakan sistem operasi Android. Zaman ini permainan tradisional engklek sudah jarang dimainkan, dan dengan adanya permainan tradisional pada smartphone dapat memudahkan anak-anak terutama kalangan perempuan, agar tetap mengingat permainan tradisional. Permainan engklek biasanya dimainkan oleh dua sampai lima anak perempuan dan dilakukan di halaman. Cara memainkannya cukup mudah hanya dengan menyentuh layar pada smartphone dan menariknya untuk menambah power pada permainan. Game engklek ini dibuat dengan corona SDK dan menggunakan bahasa pemrograman Lua. Permainan tradisional engklek memiliki tampilan yang menarik sesuai dengan data hasil kuisioner terhadap 30 siswa, sebanyak 63 persen responden menyatakan tampilan game tradisional engklek menarik dan 60 persen responden menyatakan game mudah dipahami sebagai media pembelajaran permainan tradisional khususnya menguasai permainan tradisional engklek. Kata Kunci: Permainan Tradisional, Engklek, Android, Smartphone
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ABSTRACT
Traditional games have started to be forgotten because of the modern game. Along with advances in technology, children traditional games began to be replaced by modern games. As one of the forms to maintain and preserve a traditional game in need of a media that can reintroduce traditional games, is to make traditional-themed game application through devices or smartphones that use the Android operating system. Today, traditional Engklek game is rarely played, and with the traditional games on the smartphone can ease children, especially among women, in order to remember the traditional game. Engklek game is usually played by two to five daughters and performed in the yard. How to play it quite easily just by touching the screen on smartphones and pull it to add power to the game. This Engklek game created by corona SDK and using the Lua programming language. Traditional Engklek games has an attractive appearance in accordance with the data questionnaire to 30 students, as much as 63 percent of respondents expressed the view traditional Engklek game interesting and 60 percent of respondents said the game is easy to understand as a medium of learning the traditional game traditional game, particularly in mastering traditional game, Engklek. Keywords: Traditional Games, Engklek, Android, Smartphone
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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 ...................................................................................................... viii DAFTAR ISI ................................................................................................... x DAFTAR GAMBAR ...................................................................................... xii DAFTAR TABEL .......................................................................................... xiv BAB I PENDAHULUAN 1.1. Latar Belakang ..................................................................................... 1 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 TINJAUAN PUSTAKA 2.1. State of the Art ...................................................................................... 6 2.2. Permainan Tradisional Engklek ............................................................ 7 2.2.1. Cara Bermain Engklek............................................................ 8 2.3. Game .................................................................................................... 9 2.3.1. Sejarah Game ......................................................................... 10 2.3.2. Jenis-Jenis Game .................................................................... 11 2.3.3. Elemen-Elemen Game ........................................................... 13 2.3.4. Klasifikasi Game .................................................................... 16 2.4. Android................................................................................................. 17 2.4.1. Versi Android ......................................................................... 18 2.5. Corona SDK ......................................................................................... 20 2.5.1. Kelebihan dan Kekurangan Corona SDK .............................. 21 2.6. Bahasa Pemrograman Lua .................................................................... 22 2.6.1. Keuntungan dan Kekurangan Lua .......................................... 23 2.7. Smartphone........................................................................................... 25 2.8. Corel Draw ........................................................................................... 25 2.9. UML (Unified Modelling Language ) .................................................. 28 2.9.1. Use Case Diagram.................................................................. 28 2.9.2. Activity Diagram..................................................................... 29 2.9.3. Sequence Diagram .................................................................. 31 BAB III METODE DAN PERANCANGAN SISTEM 3.1. Waktu dan Tempat Penelitian .............................................................. 32 3.2. Alur Penelitian...................................................................................... 32 3.3. Data ...................................................................................................... 34 3.3.1. Sumber Data ........................................................................... 34 x
3.3.2. Metode Pengumpulan Data .................................................... 34 Alat Penelitian ...................................................................................... 34 Gambaran Umum Sistem ..................................................................... 35 Perancangan Sistem.............................................................................. 39 3.6.1. Use Case Diagram.................................................................. 39 3.6.2. Activity Diagram..................................................................... 39 3.6.3. Sequence Diagram .................................................................. 45 3.7. Perancangan Gambar ............................................................................ 49 3.8. Perancangan Suara ............................................................................... 51 3.9. Jadwal Penelitian .................................................................................. 51 BAB IV PEMBAHASAN DAN ANALISA SISTEM 4.1. Konfigurasi Minimal Hardware dan Software Device ........................ 52 4.2. Konfigurasi Hardware dan Software PC ............................................. 52 4.3. Hasil Perancangan ................................................................................ 53 4.3.1. Scene Splash Screen ............................................................... 53 4.3.2. Scene Main Menu ................................................................... 54 4.3.3. Scene Level ............................................................................. 55 4.3.4. Scene Kategori ....................................................................... 55 4.3.5. Scene Karakter ....................................................................... 56 4.3.6. Scene Game Play.................................................................... 57 4.3.7. Scene Tutorial ........................................................................ 58 4.3.8. Scene Setting .......................................................................... 58 4.3.9. Scene About ............................................................................ 59 4.3.10. Scene Exit ............................................................................... 60 4.4. Uji Coba pada Device ........................................................................... 60 4.4.1. Oppo Smartphone .................................................................. 61 4.5. Analisa Sistem ...................................................................................... 68 4.5.1. Metode Pengambilan Data ..................................................... 68 4.5.2. Kriteria Variabel..................................................................... 69 4.5.3. Penetapan Skor ....................................................................... 70 4.6. Perhitungan dan Penyajian Data .......................................................... 70 4.6.1. Aspek Grafis Game ................................................................ 70 4.6.2. Aspek Rekayasa Perangkat Lunak ......................................... 72 4.6.3. Aspek Entertainment .............................................................. 74 4.6.4. Aspek Content ........................................................................ 75 4.7. Kelebihan dan Kekurangan Sistem ...................................................... 77 4.7.1. Kelebihan ............................................................................... 77 4.7.2. Kekurangan ............................................................................ 77 BAB V PENUTUP 5.1. Kesimpulan........................................................................................... 79 5.2. Saran ..................................................................................................... 80 DAFTAR PUSTAKA ..................................................................................... 81 LAMPIRAN 3.4. 3.5. 3.6.
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DAFTAR GAMBAR
Gambar 2.1. Contoh Arena Permainan Game Engklek ......................................... 8 Gambar 2.2. Logo Android ................................................................................... 18 Gambar 2.3. Perkembangan Versi Android .......................................................... 20 Gambar 2.4. Logo Corona SDK ............................................................................ 20 Gambar 2.5. Logo Bahasa Pemrograman Lua ...................................................... 22 Gambar 2.6. Logo Corel Draw .............................................................................. 26 Gambar 2.7. Diagram Sequence ............................................................................ 31 Gambar 3.1. Flowchart Alur Penelitian ................................................................ 33 Gambar 3.2. Gambaran Umum ............................................................................. 37 Gambar 3.3. Use Case Diagram ............................................................................ 39 Gambar 3.4. Activity Diagram Play Game ............................................................ 40 Gambar 3.5. Activity Diagram Tutorial................................................................. 41 Gambar 3.6. Activity Diagram Setting.................................................................. 42 Gambar 3.7. Activity Diagram About .................................................................... 43 Gambar 3.8. Activity Diagram Exit ....................................................................... 44 Gambar 3.9. Sequence Diagram Play Game ......................................................... 45 Gambar 3.10. Sequence Diagram Tutorial............................................................ 46 Gambar 3.11. Sequence Diagram Setting .............................................................. 47 Gambar 3.12. Sequence Diagram About ............................................................... 48 Gambar 3.13. Sequence Diagram Exit .................................................................. 49 Gambar 3.14. Karakter Pemain ............................................................................. 50 Gambar 3.15. Background Main Menu dan Game Play ....................................... 50 Gambar 4.1. Scene Splash Screen ......................................................................... 53 Gambar 4.2. Scene Main Menu ............................................................................. 54 Gambar 4.3. Scene Level ....................................................................................... 55 Gambar 4.4. Scene Kategori.................................................................................. 56 Gambar 4.5. Scene Karakter.................................................................................. 56 Gambar 4.6. Scene Game Play .............................................................................. 57 Gambar 4.7. Scene Tutorial .................................................................................. 58 Gambar 4.8. Scene Setting .................................................................................... 58 Gambar 4.9. Scene About ...................................................................................... 59 Gambar 4.10. Scene Exit ....................................................................................... 60 Gambar 4.11. Scene Splash Screen pada Oppo Smartphone ................................ 60 Gambar 4.12. Scene Main Menu pada Oppo Smartphone .................................... 61 Gambar 4.13. Scene Level pada Oppo Smartphone .............................................. 61 Gambar 4.14. Scene Kategori pada Oppo Smartphone ......................................... 62 Gambar 4.15. Scene Karakter pada Oppo Smartphone ......................................... 62 Gambar 4.16. Game Play (Three Player) pada Oppo Smartphone....................... 64 Gambar 4.17. Rumah Masing-Masing Pemain pada Oppo Smartphone .............. 64 Gambar 4.18. Scene Pemenang pada Oppo Smartphone ...................................... 65 Gambar 4.19. Menu About pada Oppo Smartphone ............................................. 66 Gambar 4.20. Menu Setting pada Oppo Smartphone............................................ 66 Gambar 4.21. Exit pada Oppo Smartphone........................................................... 67 xii
Gambar 4.22. Diagram Aspek Grafis Game ......................................................... 71 Gambar 4.23. Diagram Aspek Rekayasa Perangkat Lunak .................................. 72 Gambar 4.24. Diagram Aspek Entertainment ....................................................... 74 Gambar 4.25. Diagram Aspek Content ................................................................. 75
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DAFTAR TABEL
Tabel 2.1. Perkembangan Versi Android .............................................................. 18 Tabel 2.2. Simbol pada Use Case Diagram .......................................................... 29 Tabel 2.3. Simbol pada Activity Diagram ............................................................. 30 Tabel 3.1. Jadwal Penelitian.................................................................................. 51 Tabel 4.1. Penilaian responden terhadap aspek grafis game ................................. 69 Tabel 4.2. Penilaian responden terhadap aspek rekayasa perangkat lunak ........... 72 Tabel 4.3. Penilaian responden terhadap aspek entertainment ............................. 73 Tabel 4.4. Penilaian responden terhadap aspek content ........................................ 75
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