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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
iii
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
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
iv
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
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
v
BERITA ACARA 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 UJIAN : 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,
Dr. Eng. I Putu Agung Bayupati, S.T., M.T.
NIDN. 0023047504
Penguji I,
I Ketut Adi Purnawan, S.T., M.Eng.
NIDN. 0020118402
Sekretaris,
A. A. Kt Agung Cahyawan Wiranatha, S.T., M.T.
NIDN. 0013127304
Penguji II,
Ni Kadek Ayu Wirdiani, S.T., M.T.
NIDN. 0827038102
Penguji III,
Ni Kadek Dwi Rusjayanti, S.T., M.T.
NIDN. 0809058502
vi
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
vii
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
viii
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
ix
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
x
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
xi
4.7.2 Kekurangan Sistem ............................................................................ 108
BAB V PENUTUP .................................................................................................. 110
5.1 Simpulan .................................................................................................... 110
5.2 Saran .......................................................................................................... 111
DAFTAR PUSTAKA ............................................................................................. 112
xii
DAFTAR GAMBAR
Gambar 2.1 Aksara Hiragana dan Katakana .......................................................... 8
Gambar 2.2 Langkah Menulis Huruf Hiragana .................................................... 12
Gambar 2.3 Langkah Menulis Huruf Katakana .................................................... 17
Gambar 2.4 Logo Corona SDK ............................................................................. 23
Gambar 2.5 Logo Versi Android Froyo ................................................................ 26
Gambar 2.6 Logo Bahasa Pemrograman Lua ....................................................... 26
Gambar 2.7 Logo Adobe Illustrator ...................................................................... 27
Gambar 2.8 Logo Notepad++ ................................................................................ 28
Gambar 2.9 Contoh Diagram Sequence ................................................................ 32
Gambar 3.1 Flowchart Alur Penelitian ................................................................. 37
Gambar 3.2 Alur Gambaran Umum Sistem .......................................................... 39
Gambar 3.3 Use Case Diagram Game .................................................................. 44
Gambar 3.4 Activity Diagram Menu Belajar ......................................................... 45
Gambar 3.5 Activity Diagram Menu Belajar Pilihan Tabel .................................. 46
Gambar 3.6 Activity Diagram Menu Belajar Pilihan Menulis .............................. 48
Gambar 3.7 Activity Diagram Menu Belajar Pilihan Tebak Huruf ....................... 49
Gambar 3.8 Activity Diagram Menu Bermain ...................................................... 50
Gambar 3.9 Activity Diagram Menu Tutorial ....................................................... 51
Gambar 3.10 Activity Diagram Menu Skor ............................................................. 52
Gambar 3.11 Sequence Diagram Menu Belajar ...................................................... 53
Gambar 3.12 Sequence Diagram Menu Bermain ................................................... 54
Gambar 3.13 Sequence Diagram Menu Tutorial .................................................... 55
Gambar 3.14 Sequence Diagram Menu Skor .......................................................... 56
Gambar 3.15 Rancangan Huruf Hiragana .............................................................. 57
Gambar 3.16 Rancangan Huruf Katakana .............................................................. 57
Gambar 3.17 Rancangan Judul Game ..................................................................... 58
Gambar 3.18 Rancangan Karakter Game ................................................................ 58
Gambar 3.19 Rancangan Button Game ................................................................... 59
Gambar 3.20 Rancangan Background Game .......................................................... 59
Gambar 3.21 Rancangan Background Loading Game ............................................ 60
Gambar 3.22 Rancangan Atribut Kosakata Game .................................................. 60
Gambar 4.1 Tampilan Splashscreen Scene ........................................................... 62
Gambar 4.2 Tampilan Main Menu Scene .............................................................. 63
Gambar 4.3 Tampilan Belajar Scene ..................................................................... 64
Gambar 4.4 Tampilan Belajar Scene Pilihan Jenis Huruf ...................................... 64
Gambar 4.5 Tampilan Tabel Scene ....................................................................... 65
Gambar 4.6 Tampilan Menulis Scene .................................................................... 66
Gambar 4.7 Tampilan Pop Up Berhasil Menulis Scene ......................................... 69
Gambar 4.8 Tampilan Lanjutan Pop Up Berhasil Menulis Scene ......................... 69
Gambar 4.9 Tampilan Tebak Huruf Scene ............................................................. 70
Gambar 4.10 Jawaban Benar pada Tampilan Tebak Huruf Scene ........................... 71
Gambar 4.11 Jawaban Salah pada Tampilan Tebak Huruf Scene ............................ 71
xiii
Gambar 4.12 Tampilan Level Scene ......................................................................... 72
Gambar 4.13 Tampilan Loading Scene .................................................................... 73
Gambar 4.14 Tampilan Gameplay Scene ................................................................. 74
Gambar 4.15 Tampilan Game Paused pada Gameplay Scene ................................. 75
Gambar 4.16 Tampilan Jawaban Salah pada Gameplay Scene ................................ 76
Gambar 4.17 Tampilan Jawaban Benar pada Gameplay Scene ............................... 76
Gambar 4.18 Tampilan Tutorial Scene..................................................................... 77
Gambar 4.19 Tampilan High Score Scene ............................................................... 78
Gambar 4.20 Tampilan Rapor pada High Score Scene ............................................ 78
Gambar 4.21 Tampilan Main Menu pada ASUS Zenfone 5 .................................... 80
Gambar 4.22 Tampilan Pilihan Menu Belajar pada ASUS Zenfone 5 .................... 80
Gambar 4.23 Tampilan Fitur Tabel Menu Belajar pada ASUS Zenfone 5 .............. 81
Gambar 4.24 Tampilan Fitur Menulis Menu Belajar pada ASUS Zenfone 5 .......... 81
Gambar 4.25 Tampilan Pilihan Level Menu Bermain pada ASUS Zenfone 5 ......... 81
Gambar 4.26 Tampilan Loading Menu Bermain pada ASUS Zenfone 5 ................ 82
Gambar 4.27 Tampilan Pop Up Waktu Habis pada ASUS Zenfone 5 .................... 82
Gambar 4.28 Tampilan Jawaban Salah pada ASUS Zenfone 5 ............................... 82
Gambar 4.29 Tampilan Jawaban Benar pada ASUS Zenfone 5 .............................. 83
Gambar 4.30 Diagram Aspek Grafis Game ............................................................. 91
Gambar 4.31 Diagram Aspek Rekayasa Perangkat Lunak ...................................... 96
Gambar 4.32 Diagram Aspek Entertainment ......................................................... 101
Gambar 4.33 Diagram Aspek Content ................................................................... 107
xiv
DAFTAR TABEL
Tabel 2.1 Simbol pada Use Case Diagram ............................................................ 29
Tabel 2.2 Simbol pada Activity Diagram ............................................................... 31
Tabel 4.1 Data Responden....................................................................................... 85
Tabel 4.2 Penilaian Aspek Grafis Game oleh Kelompok 1 .................................... 86
Tabel 4.3 Penilaian Aspek Grafis Game oleh Kelompok 2 .................................... 87
Tabel 4.4 Penilaian Aspek Grafis Game oleh Kelompok 3 .................................... 87
Tabel 4.5 Rincian dan Rata-rata Nilai Aspek Grafis Game .................................... 88
Tabel 4.6 Penilaian Aspek Grafis Game ................................................................. 89
Tabel 4.7 Penilaian Aspek Rekayasa Perangkat Lunak oleh Kelompok 1 ............. 91
Tabel 4.8 Penilaian Aspek Rekayasa Perangkat Lunak oleh Kelompok 2 ............. 92
Tabel 4.9 Penilaian Aspek Rekayasa Perangkat Lunak oleh Kelompok 3 ............. 93
Tabel 4.10 Rincian dan Rata-rata Nilai Aspek Rekayasa Perangkat Lunak ............. 93
Tabel 4.11 Penilaian Aspek Rekayasa Perangkat Lunak .......................................... 95
Tabel 4.12 Penilaian Aspek Entertainment oleh Kelompok 1 .................................. 97
Tabel 4.13 Penilaian Aspek Entertainment oleh Kelompok 2 .................................. 97
Tabel 4.14 Penilaian Aspek Entertainment oleh Kelompok 3 .................................. 98
Tabel 4.15 Rincian dan Rata-rata Nilai Aspek Entertainment .................................. 99
Tabel 4.16 Penilaian Aspek Entertainment ............................................................. 100
Tabel 4.17 Penilaian Aspek Content oleh Kelompok 1 .......................................... 102
Tabel 4.18 Penilaian Aspek Content oleh Kelompok 2 .......................................... 103
Tabel 4.19 Penilaian Aspek Content oleh Kelompok 3 .......................................... 103
Tabel 4.20 Rincian dan Rata-rata Nilai Aspek Content .......................................... 104
Tabel 4.21 Penilaian Aspek Content ....................................................................... 105
xv
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