GAME EDUKASI CARA PENANAMAN SINGKONG BERBASIS...

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i GAME EDUKASI CARA PENANAMAN SINGKONG BERBASIS ANDROID “SINGKONG DAY” ERGAS AKHIR TUGAS AKHIR Diajukan Untuk Memenuhi Persyaratan Guna Meraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang Disusun Oleh: Muhammad Hendra NIM : 201510370312097 JURUSAN TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MUHAMMADIYAH MALANG 2017

Transcript of GAME EDUKASI CARA PENANAMAN SINGKONG BERBASIS...

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GAME EDUKASI CARA PENANAMAN SINGKONG

BERBASIS ANDROID

“SINGKONG DAY”

ERGAS AKHIR

TUGAS AKHIR

Diajukan Untuk Memenuhi

Persyaratan Guna Meraih Gelar Sarjana Strata 1

Teknik Informatika Universitas Muhammadiyah Malang

Disusun Oleh:

Muhammad Hendra

NIM : 201510370312097

JURUSAN TEKNIK INFORMATIKA

FAKULTAS TEKNIK

UNIVERSITAS MUHAMMADIYAH MALANG

2017

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GAME EDUKASI CARA PENANAMAN SINGKONG

BERBASIS ANDROID

“SINGKONG DAY”

HALAMAN JUDUL

TUGAS AKHIR

Diajukan Untuk Memenuhi

Persyaratan Guna Meraih Gelar Sarjana Strata 1

Teknik Informatika Universitas Muhammadiyah Malang

Disusun Oleh:

Muhammad Hendra

NIM : 201510370312097

JURUSAN TEKNIK INFORMATIKA

FAKULTAS TEKNIK

UNIVERSITAS MUHAMMADIYAH MALANG

2017

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ABSTRAK

Singkong merupakan tanaman yang sangat banyak dibudidayakan hampir

diseluruh Indonesia. Secara potensi nilai ekonomi dan sosial sangat berguna untuk

dijadikan bahan pangan masa depan. Singkong banyak mengandung karbohidrat dan

sumber gizi lainnya.

Singkong bisa ditanam di sembarang tempat, ini sangat bermanfaat bagi tanah

yang kering dan tandus karena pada tanah ini bisa ditanami singkong. Singkong juga

tidak memerlukan biaya yang mahal serta singkong itu sendiri yang bisa dijadikan

berbagai macam olahan.

Menanam singkong memerlukan ketelitian agar mendapat hasil yang memuaskan,

ada prosedur yang harus diperhatikan dari menanam bibit, pemupukan, penyiraman

hingga panen. Maka dari itu pembuat ingin mengedukasikan kepada masyarakat

tentang bagaimana menanam singkong yaitu melalui game edukasi. Genre game

simulasi sangat cocok untuk penanaman singkong karena genre ini lebih mengarah

kepada kehidupan nyata. Game ini menggunakan metode GDLC (Game Development

Life Cycle).

Kata kunci: Game, Edukasi, Singkong, Simulasi

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ABSTRACT

Cassava is a plant that is very much cultivated almost throughout Indonesia.

Potentially economic and social value is very useful to be used as food for the future.

Cassava contains many carbohydrates and other nutrients.

Cassava can be planted in any place, it is very useful for dry and barren soil

because on this land can be planted with cassava. Cassava also does not require a

high cost and cassava itself that can be made a variety of preparations.

Planting cassava requires precision to get satisfactory results, there are procedures

that must be considered from planting seeds, fertilizing, watering until harvest.

Therefore, the makers want to educate the public about how to grow cassava through

educational games. Genre of simulation game is very suitable for cassava planting

because this genre is more directed to real life. This game uses the GDLC (Game

Development Life Cycle) method.

Keywords: Game, Education, Cassava, Simulation

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KATA PENGANTAR

Puji syukur penulis panjatkan kepada Allah Subhanahu wata’ala yang telah

melimpahkan rahmat, taufik, hidayah dan inayah-Nya sehingga penulis dapat

menyelesaikan laporan tugas akhir.

Adapun maksud dan tujuan Tugas Akhir yang berjudul Game Edukasi Cara

Penanaman Singkong Berbasis Android “SINGKONG DAY” ini dapat

diselesaikan guna memenuhi persyaratan akademis untuk menyelesaikan program

Strata 1 (S1) pada Jurusan Teknik Informatika, Fakultas Teknik, Universitas

Muhammadiyah Malang.

Pada kesempatan ini, penulis menyampaikan rasa terima kasih yang sebesar-

besarnya kepada mereka yang telah memberikan dorongan dan bimbingan serta

pengarahan dalam menyelesaikan laporan tugas akhir ini, yaitu kepada:

1. Kedua Orang tua yang telah memberikan semangat dan mendukung secara moral,

spiritual dan material.

2. Bapak Eko Budi Cahyono, S.Kom., MT., selaku dosen pembimbing I yang sangat

membantu dalam memberikan bimbingan serta arahan dalam penyelesaian tugas

akhir ini.

3. Bapak Wildan Suharso, S.Kom., M.Kom., selaku dosen pembimbing II yang

sangat membantu dalam memberikan bimbingan serta arahan dalam penyelesaian

tugas akhir ini.

4. Teman seperjuangan Tino Firmansyah, Muhammad Riza Rafsanjani, M. Rizky

Iman P, Nurwisnu, Zata Dini A, Khairunnisa, Nina Maulina dan satu rumah m8.

5. Teman-teman semuanya yang tidak bisa disebutkan satu-satu.

Akhirnya penulis berharap agar laporan tugas akhir ini bermanfaat bagi kita semua.

Malang, Oktober 2017

Penulis

Muhammad Hendra

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DAFTAR ISI

COVER ............................................................................................................................ i

HALAMAN JUDUL ....................................................................................................... ii

LEMBAR PERSETUJUAN ........................................................................................... iii

LEMBAR PENGESAHAN ............................................................................................. iv

LEMBAR PERNYATAAN ............................................................................................. v

ABSTRAK ....................................................................................................................... vi

ABSTRACT ..................................................................................................................... vii

KATA PENGANTAR ..................................................................................................... viii

DAFTAR ISI .................................................................................................................... ix

DAFTAR GAMBAR ....................................................................................................... xi

DAFTAR TABEL ........................................................................................................... xiii

DAFTAR LAMPIRAN ................................................................................................... xiii

BAB I PENDAHULUAN ................................................................................................ 1

1.1 Latar Belakang Masalah ........................................................................................ 1

1.2 Rumusan Masalah ................................................................................................. 3

1.3 Tujuan .................................................................................................................... 3

1.4 Batasan Masalah .................................................................................................... 3

1.5 Metodologi ............................................................................................................ 4

1.6 Sistematika Penulisan ............................................................................................ 5

BAB II LANDASAN TEORI ......................................................................................... 7

2.1 Game ...................................................................................................................... 7

2.1.1 Sejarah Game .............................................................................................. 7

2.1.2 Genre Game ................................................................................................ 7

2.1.3 Game Edukasi ............................................................................................. 12

2.1.4 Game Development Life Cycle (GDLC) ................................................... 13

2.2 Lingkungan Pengembangan ................................................................................... 14

2.2.1 Android ....................................................................................................... 14

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2.2.2 Unity 2D ....................................................................................................... 16

2.3 Singkong ................................................................................................................ 17

2.3.1 Cara Menanam Singkong ............................................................................. 17

BAB III ANALISA DAN PERANCANGAN SISTEM ................................................ 22

3.1 Initiation ................................................................................................................. 22

3.1.1 Analisa Sistem ............................................................................................ 22

3.1.2 Analisa Kebutuhan ...................................................................................... 22

3.1.3 Perancangan Gameplay ............................................................................... 22

3.2 Pre-Production ....................................................................................................... 27

3.2.1 Karakter ....................................................................................................... 27

3.2.2 Rancangan Alur Sistem ............................................................................... 31

3.2.3 Storyboard ................................................................................................... 32

3.2.4 Desain Halaman Antarmuka ....................................................................... 39

3.2.5 Audio ........................................................................................................... 41

BAB IV IMPLEMENTASI DAN PENGUJIAN ............................................................ 42

4.1 Implementasi .......................................................................................................... 42

4.1.1 Implementasi Karakter ................................................................................ 42

4.1.2 Implementasi Modul Halaman Alat dan Bahan .......................................... 42

4.1.3 Implementasi Modul ................................................................................... 43

4.2 Pengujian ................................................................................................................ 53

4.2.1 Heuristic Evaluation for Playablitiy (HEP) ................................................ 53

4.2.2 Playtesting Evaluation dan Gameflow Test ............................................... 56

BAB V KESIMPULAN DAN SARAN .......................................................................... 67

5.1 Kesimpulan ............................................................................................................ 67

5.2 Saran ...................................................................................................................... 67

DAFTAR PUSTAKA ...................................................................................................... 68

LAMPIRAN ............................................................................................................................... 70

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DAFTAR GAMBAR

Gambar 2.1 Game Super Mario Bross .............................................................................. 8

Gambar 2.2 Age of Empires ............................................................................................. 8

Gambar 2.3 Game Diablo ................................................................................................. 9

Gambar 2.4 Pro Evolution Soccer 2017 .......................................................................... 9

Gambar 2.5 Flight Simulator 2015 ................................................................................... 10

Gambar 2.6 Game SimCity ............................................................................................... 10

Gambar 2.7 Assassin’s Creed Chronicles China .............................................................. 11

Gambar 2.8 Game Candy Crush Saga ............................................................................. 11

Gambar 2.9 Game Dota 2 ................................................................................................. 12

Gambar 2.10 Komponen Utama Sistem Operasi Android ................................................ 14

Gambar 3.1 Finite State Machine .................................................................................... 25

Gambar 3.2 Petani ........................................................................................................... 27

Gambar 3.3 Singkong ....................................................................................................... 27

Gambar 3.4 Sabit ............................................................................................................. 28

Gambar 3.5 Cangkul ........................................................................................................ 28

Gambar 3.6 Hama ............................................................................................................ 29

Gambar 3.7 Pupuk ........................................................................................................... 29

Gambar 3.8 Penyiram Air ................................................................................................ 30

Gambar 3.9 Penyemprot Hama ........................................................................................ 30

Gambar 3.10 Sekop ......................................................................................................... 31

Gambar 3.11 Alur Sistem ............................................................................................... 31

Gambar 3.12 Tampilan Utama ......................................................................................... 32

Gambar 3.13 Tampilan Tentang Game ........................................................................... 33

Gambar 3.14 Tampilan Rumah Petani .............................................................................. 33

Gambar 3.15 Tampilan Alat dan Bahan............................................................................ 34

Gambar 3.16 Tampilan Memotong Bibit ........................................................................ 34

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Gambar 3.17 Tampilan Awal Dilahan ............................................................................. 35

Gambar 3.18 Tampilan Tampilan Membersihkan Lahan ................................................. 35

Gambar 3.19 Tampilan Menggemburkan Tanah ............................................................. 36

Gambar 3.20 Tampilan Menanam Bibit .......................................................................... 36

Gambar 3.21 Tampilan Pemupukan ................................................................................. 37

Gambar 3.22 Tampilan Penyemprotan Hama .................................................................. 37

Gambar 3.23 Tampilan Penyiraman ................................................................................ 38

Gambar 3.24 Tampilan Pemanenan ................................................................................. 38

Gambar 3.25 Tampilan Skor Akhir .................................................................................. 39

Gambar 3.26 Tampilan Tiga Menu .................................................................................. 39

Gambar 3.27 Tampilan Tentang Game ............................................................................ 40

Gambar 3.28 Tampilan Antarmuka ................................................................................. 40

Gambar 4.1 Tampilan Petani ........................................................................................... 42

Gambar 4.2 Tampilan Alat dan Bahan ............................................................................. 43

Gambar 4.3 Tampilan Utama ........................................................................................... 43

Gambar 4.4 Implementasi Main........................................................................................ 44

Gambar 4.5 Implementasi Membersihkan Lahan ............................................................ 45

Gambar 4.6 Implementasi Drag and Drop ....................................................................... 46

Gambar 4.7 Implementasi Menanam Bibit ...................................................................... 48

Gambar 4.8 Implementasi Pemupukan ............................................................................. 49

Gambar 4.9 Implementasi Singkong Subur .................................................................... 50

Gambar 4.10 Implementasi Pemupukan ......................................................................... 51

Gambar 4.11 Implementasi Siap Panen .......................................................................... 52

Gambar 4.12 Implementasi Panen ................................................................................... 52

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DAFTAR TABEL

Tabel 3.1 Storyboard ...................................................................................................................... 32

Tabel 4.1 Hasil Pengujian Heuristic Evaluation for Playablitiy ............................................. 53

Tabel 4.2 Hasil Uji Konsentrasi .................................................................................................. 56

Tabel 4.3 Hasil Uji Tantangan .................................................................................................... 58

Tabel 4.4 Hasil Uji Keterampilan ............................................................................................... 59

Tabel 4.5 Hasil Uji Kontrol ......................................................................................................... 61

Tabel 4.6 Hasil Uji Penyelesaian Tujuan .................................................................................. 63

Tabel 4.7 Hasil Uji Umpan Balik ............................................................................................... 64

Tabel 4.8 Hasil Uji Mendalami Game ....................................................................................... 65

DAFTAR LAMPIRAN

Data Hasil Uji .................................................................................................................................. 70

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DAFTAR PUSTAKA

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