RANCANG BANGUN GAME EDUKASI MR. SOAP BERBASIS ANDROIDeprints.umk.ac.id/8391/1/HAL._JUDUL.pdfi...

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i LAPORAN SKRIPSI RANCANG BANGUN GAME EDUKASI MR. SOAP BERBASIS ANDROID DYASANI MUCHAMMAD EDRIS AFDHILLAH NIM. 201351062 DOSEN PEMBIMBING Tri Listyorini, M.Kom Arief Susanto, M.Kom PROGRAM STUDI TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MURIA KUDUS 2017

Transcript of RANCANG BANGUN GAME EDUKASI MR. SOAP BERBASIS ANDROIDeprints.umk.ac.id/8391/1/HAL._JUDUL.pdfi...

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LAPORAN SKRIPSI

RANCANG BANGUN GAME EDUKASI MR.

SOAP BERBASIS ANDROID

DYASANI MUCHAMMAD EDRIS AFDHILLAH

NIM. 201351062

DOSEN PEMBIMBING

Tri Listyorini, M.Kom

Arief Susanto, M.Kom

PROGRAM STUDI TEKNIK INFORMATIKA

FAKULTAS TEKNIK

UNIVERSITAS MURIA KUDUS

2017

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RANCANG BANGUN GAME EDUKASI

MR. SOAP BERBASIS ANDROID

Nama mahasiswa : Dyasani Muchammad Edris Afdhillah

NIM : 201351062

Pembimbing :

1. Tri Listorini, M.Kom 2. Arief Susanto, M.Kom

RINGKASAN

Video Game adalah game yang berbasis elektronik dan visual, video game

dimainkan dengan menggunakan media visual elektronik. Beberapa developer

bidang video game menghasilkan platform android. Karena OS Android sudah

banyak digunakan pada gadget yang dapat dijangkau kalangan menengah ke

bawah. Dengan menggunakan aplikasi Construct 2 pembuatan video game edukasi

Mr. Soap berbasis Android memudahkan user mengetahui manfaat cuci tangan bagi

anak-anak usia 9 tahun keatas dan membantu orang tua untuk membuat anaknya

guna menyadarkan pentingnya mencuci tangan.

Kata kunci : Video Game, Elektronik, Visual, Media Elektronik Visual, Android,

Developer, Edukasi, Construct 2

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DESIGN OF EDUCATIONAL GAMES

MR. SOAP BASED ANDROID

Student Name : Dyasani Muchammad Edris A.

Student Identity Number : 201351062

Supervisor :

1. Tri Listorini, M.Kom 2. Arief Susanto, M.Kom

ABSTRACT

Video Games are electronic and visual based games, video games are played using

electronic visual media. Some developers in the field of video games produce

android platform. Because the Android OS is already widely used on gadgets that

can be reached middle to lower class. By using the construct 2 application of

educational video game making Mr. Soap based Android allows users to know the

benefits of handwashing for children aged 9 years old above and help parents to

make their children to realize the importance of hand washing.

Keywords : Video Game, Electronic, Visual, Electronic Visual Media, Android,

Developer, Education, Construct 2

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KATA PENGANTAR

Puji syukur kehadirat Allah SWT karena atas Rahmat dan Hidayah-Nya

penulis mampu menyelesaikan penyusunan skripsi ini dengan judul “RANCANG

BANGUN GAME EDUKASI Mr. SOAP BERBASIS ANDROID” menggunakan

Construct 2.

Skripsi ini di susun guna melengkapi salah satu persyaratan untuk

memperoleh gelar kesarjanaan program studi Teknik Informatika Fakultas Teknik

Universitas Muria Kudus. Pada kesempatan ini, penulis ingin menyampaikan rasa

terima kasih yang sebesar besarnya kepada:

1.Allah SWT yang telah memberikan Rahmat dan Hidayah-Nya.

2.Bapak Dr. H. Suparnyo, S.H., M.S. selaku rektor Universitas Muria Kudus.

3.Bapak Mohammad Dahlan ST. MT, selaku dekan Fakultas Teknik Universitas

Muria Kudus.

4.Bapak Ahmad Jazuli,M.Kom, selaku ketua program studi Teknik Informatika

Universitas Muria Kudus.

5.Ibu Tri Listyorini, M.Kom, selaku pembimbing 1 yang telah banyak

memberikan masukan selama penyusunan skripsi ini.

6.Bapak Arief Susanto, M,Kom selaku pembimbing 2 yang telah banyak

memberikan masukan selama penyusunan skripsi ini.

7.Ibu dan Bapak serta kakak saya yang senantiasa memberikan dukungan,

semangat, do’a dan materi yang sangat berarti.

8.Teman-teman Teknik Informatika angkatan 2013 terutama teman saya Ruben,

Indra, Aji, Udin, Dicky, Yoga, Ade yang telah memberikan saran dan motivasi.

Penulis menyadari adanya kekurangan dan ketidaksempurnaan dalam

penulisan karya tulis ini, karena itu penulis menerima kritik, saran dan masukan

dari pembaca sehingga penulis dapat lebih baik di masa yang akan datang. Akhirnya

penulis berharap semoga buku tesis ini bisa bermanfaat khususnya bagi penulis dan

umumnya bagi para pembaca.

Kudus, 19 Agustus 2017

Penulis

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DAFTAR ISI

HALAMAN JUDUL ................................................................................... i HALAMAN PERSETUJUAN ................................................................... ii HALAMAN PENGESAHAN ....................................................................... iii

PERNYATAAN KEASLIAN....................................................................... iv ABSTRAK ..................................................................................................... v

ABSTRACT................................................................................................... vi KATA PENGANTAR................................................................................... vii DAFTAR ISI ............................................................................................... viii

DAFTAR GAMBAR .................................................................................... xi DAFTAR TABEL ......................................................................................... xii

LAMPIRAN ................................................................................................ xiii BAB I PENDAHULUAN

1.1 Latar belakang ................................................................................... 1 1.2 Perumusan Masalah ........................................................................... 2

1.3 Batasan Masalah ................................................................................ 2 1.4 Tujuan ................................................................................................ 3 1.5 Manfaat .............................................................................................. 3

BAB II TINJAUAN PUSTAKA

2.1 Penelitian Terkait ............................................................................... 5 2.2 Landasan Teori .................................................................................. 6 2.2.1 Pengertian Game Edukasi .................................................................. 6

2.2.2 Android .............................................................................................. 7 2.2.3 Analisa Sistem ..................................................................................... 7

2.2.4 Jenis-Jenis Bagan Alir Flowchart ..................................................... 7 2.2.5 Metodologi Prototype ........................................................................ 10 2.2.6 Storyboard ......................................................................................... 10

2.2.6.1 Merancang Konsep ............................................................................. 10 2.2.6.2 Merancang Isi ..................................................................................... 11

2.2.6.3 Merancang Naskah ............................................................................. 11 2.2.7 Perangkat Lunak Yang Digunakan...................................................... 11 2.2.7.1 Construct 2 ......................................................................................... 11

2.2.7.2 Adobe Photoshop ................................................................................ 12 2.2.7.3 Yed Graph Editor ................................................................................ 12

2.2.8 Kerangka Pikiran ................................................................................. 13 BAB III METODOLOGI PENELITIAN

3.1 Metodologi Pengembangan Sistem .................................................. 15 3.2 Gambaran Game ................................................................................. 16

3.3 Analisa Kebutuhan .............................................................................. 16 3.3.1 Kebutuhan Perangkat Keras (Hardware) ........................................... 16 3.3.2 Kebutuhan Perangkat Lunak (Software) ........................................... 17

3.4 Desain Game ....................................................................................... 17 3.4.1 Bagan Alur Flowchart ......................................................................... 17

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3.4.1.1 Flowchart Perancangan Pengoperasiaan Game ............................... 17

3.4.1.1.1 Flowchart Menu Utama Game Mr. Soap ........................................ 18 3.4.1.1.2 Flowchart Permainan Game Mr. Soap ............................................ 19

3.4.1.1.3 Flowchart Petunjuk Game Mr. Soap ............................................... 20 3.4.1.1.4 Flowchart Profil Game Mr. Soap .................................................... 20 3.4.1.1.5 Flowchart Materi Game Mr. Soap................................................... 21

3.4.2 Storyboard ........................................................................................ 21 3.4.2.1 Tampilan Halaman Splash Screen Loading ................................... 21

3.4.2.2 Tampilan Halaman Menu ................................................................ 22 3.4.2.3 Tampilan Halaman Petunjuk ............................................................ 22 3.4.2.4 Tampilan Halaman Profil ................................................................. 23

3.4.2.5 Tampilan Halaman Materi ............................................................... 23 3.4.2.6 Tampilan Intro ................................................................................. 24

3.4.2.7 Tampilan Pilih Level........................................................................ 24 3.4.2.8 Tampilan Permainan......................................................................... 25 3.4.2.9 Tampilan Berhasil ............................................................................ 25

3.4.2.10 Tampilan Game Over ...................................................................... 26 3.4.2.11 Tampilan Epilog ............................................................................... 26

3.5 Evaluasi Aplikasi Prototyping (Client) ............................................ 27 3.6 Pembuatan Aplikasi Pengkodean ..................................................... 27 3.7 Pengujian Aplikasi............................................................................ 27

3.8 Evaluasi Aplikasi (Client) ................................................................ 28 3.9 Penggunaan Aplikasi ........................................................................ 28

BAB IV HASIL DAN PEMBAHASAN

4.1 Pembahasan Penelitian ...................................................................... 29

4.1.1 Tampilan Halaman Loading Mr. Soap ............................................. 29 4.1.2 Tampilan Halaman Menu Utama ...................................................... 30

4.1.3 Tampilan Halaman Materi ................................................................ 30 4.1.4 Tampilan Halaman Profil .................................................................... 31 4.1.5 Tampilan Halaman Intro ..................................................................... 32

4.1.6 Tampilan Halaman Pilih Level ........................................................... 32 4.1.7 Tampilan Halaman Permainan ............................................................ 33

4.1.8 Tampilan Halaman Game Over .......................................................... 33 4.1.9 Tampilan Halaman Berhasil ................................................................ 34 4.1.10 Tampilan Halaman Petunjuk ............................................................. 34

4.1.11 Tampilan Halaman Epilog................................................................... 35 4.2 Pengujian ............................................................................................. 35

4.2.1 Pengujian Para Ahli ............................................................................. 35 4.3 Hasil Implementasi .............................................................................. 37 4.4 Distribusi (Distribution) ...................................................................... 41

4.5 Format Kuesioner ................................................................................ 43 4.6 Rekapitulasi Kuesioner ....................................................................... 44

BAB V PENUTUP

5.1 Kesimpulan .............................................................................................. 47

5.2 Saran ........................................................................................................ 47

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DAFTAR PUSTAKA .................................................................................. 49

LAMPIRAN ................................................................................................. 50

BIODATA PENULIS

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DAFTAR GAMBAR

Gambar 3.1 Flowchart Menu Utama Game Mr. Soap ............................ 18

Gambar 3.2 Flowchart Permainan Game Edukasi Mr. Soap ................. 19 Gambar 3.3 Flowchart Petunjuk Game Mr. Soap .................................. 20

Gambar 3.4 Flowchart Profil Game Mr. Soap ......................................... 20 Gambar 3.5 Flowchart Materi Game Mr. Soap ....................................... 21 Gambar 3.6 Tampilan Splash Screen Loading ........................................ 21

Gambar 3.7 Halaman Menu Game Mr. Soap .......................................... 22 Gambar 3.8 Tampilan Halaman Petunjuk ............................................... 22

Gambar 3.9 Tampilan Halaman Profil ................................................... 23 Gambar 3.10 Tampilan Halaman Materi .................................................... 23 Gambar 3.11 Tampilan Isi Materi . ............................................................ 24

Gambar 3.12 Tampilan Intro Game. ........................................................... 24 Gambar 3.13 Tampilan Pilih Level ............................................................. 25

Gambar 3.14 Tampilan Halaman Permainan .............................................. 25 Gambar 3.15 Tampilan Tampilan Berhasil . .............................................. 26 Gambar 3.16 Tampilan Game Over . ......................................................... 26

Gambar 3.17 Tampilan Halaman Epilog ................................................... 27 Gambar 4.1 Tampilan Loading Game Mr. Soap ...................................... 29

Gambar 4.2 Tampilan Menu Utama Game Mr. Soap ............................. 30 Gambar 4.3 Tampilan Halaman Materi Game Mr. Soap ......................... 31 Gambar 4.4 Tampilan Halaman Profil Game Mr. Soap ........................... 31

Gambar 4.5 Tampilan Halaman Intro Game Mr. Soap ............................ 32 Gambar 4.6 Tampilan Halaman Pilih Level Game Edukasi Mr. Soap .... 32

Gambar 4.7 Tampilan Halaman Permainan .............................................. 33 Gambar 4.8 Tampilan Game Over ........................................................... 33 Gambar 4.9 Tampilan Halaman Berhasil .................................................. 34

Gambar 4.10 Tampilan Halaman Petunjuk ............................................... 34 Gambar 4.11 Tampilan Halaman Epilog ..................................................... 35

Gambar 4.12 Pendistribusian Melalui Media Sosial Facebook ................. 42 Gambar 4.13 Keystore Tidak Terdeteksi .................................................... 43 Gambar 4.14 Pendistribusian Langsung Ke Lingkungan Sekitar ............... 43

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DAFTAR TABEL

Tabel 2.1 Simbol Program Flowchart..................................................... 8 Tabel 2.2 Simbol Sistem Flowchart ...................................................... 9 Tabel 4.1 Pengujian Para Ahli .............................................................. 36

Tabel 4.2 Hasil dan Implementasi ............................................................ 37 Tabel 4.3 Hasil dan perhitungan nilai responden .................................... 44

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DAFTAR LAMPIRAN

Lampiran 1 Format Kuesioner Lampiran 2 Lembar Revisi Sidang Skripsi

Lampiran 3 Lembar Konsultasi Skripsi Lampiran 4 Poster

Lampiran 5 Artikel Ilmiah Lampiran 6 Biodata Penulis