Muhammad Iqbal Saputra, . (2024) IMPLEMENTASI MODEL KOMPUTASI FINITE STATE MACHINE (FSM) DALAM PENGEMBANGAN GAME PLATFORMER 2D “SI PITUNG: PAHLAWAN BETAWI” BERBASIS ANDROID MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC). Skripsi thesis, Universitas Pembangunan Nasional Veteran Jakarta.
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Abstract
In today's digital era, the younger generation tends to be more drawn to visual and interactive content, diminishing their interest in traditional folklore. In response to this shift, this study developed "Si Pitung: Pahlawan Betawi," a 2D platformer game aimed at introducing Betawi folklore to the younger generation. Developed for the Android platform, the game utilizes the Game Development Life Cycle (GDLC) methodology and the Finite State Machine (FSM) computational model. GDLC was implemented through stages of initiation, pre-production, production, testing, beta version, and release. FSM was used to define character behavior. Feedback from this testing will be used for further refinements, ensuring the final version of the game provides an optimal and educational gameplay experience. The game's testing through black box testing included a total of 45 questions, divided into three main categories: Button Functionality and Features (31,11%, 14 questions), Game Mechanics (55,56%, 25 questions), and Audio and Visual Quality (13,33%, 6 questions), each achieving a 100% success rate. Testing involved students (86,8%, 33 people), academics (2,6%, 1 person), and Software Quality Assurance (SQA) professionals (10,5%, 4 people), each providing valuable perspectives for the game's evaluation. The results confirm that "Si Pitung: Pahlawan Betawi" successfully integrates elements of folklore into an engaging and educational game format, demonstrating the effectiveness of GDLC and FSM in game development. In addition to Black Box testing which covered a total of 45 questions, effectiveness testing of the game as a tool for introducing Betawi culture was also conducted with 25 students, involving 36 questions across three categories: General Knowledge (22,22%), Gameplay Experience (33,33%), and Enhancement of Knowledge and Interest (44,44%). Analysis of the results showed significant improvements post-gameplay, with a 35% increase in General Knowledge, 40% in Gameplay Experience, and 45% in Enhancement of Knowledge and Interest. This success affirms that the game serves as both an educational and entertainment tool, enhancing knowledge and interest in Betawi culture. This research demonstrates the significant potential of games on the Android platform as an effective medium in preserving and promoting cultural heritage for the younger generation.
Item Type: | Thesis (Skripsi) |
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Additional Information: | [No.Panggil: 2010511074] [Pembimbing 1: Tjahjanto] [Pembimbing 2: Novi Trisman Hadi] [Penguji 1: Ridwan Raafi'udin] [Penguji 2: Muhammad Adrezo] |
Uncontrolled Keywords: | 2D Platformer Game, Si Pitung, Betawi Culture, Game Development Life Cycle, Finite State Machine, Android, Cultural Heritage |
Subjects: | Q Science > QA Mathematics > QA75 Electronic computers. Computer science Q Science > QA Mathematics > QA76 Computer software |
Divisions: | Fakultas Ilmu Komputer > Program Studi Informatika (S1) |
Depositing User: | MUHAMMAD IQBAL SAPUTRA |
Date Deposited: | 30 Sep 2024 06:20 |
Last Modified: | 30 Sep 2024 06:54 |
URI: | http://repository.upnvj.ac.id/id/eprint/30293 |
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