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i GAME EDUKASI PENGOLAHAN LIMBAH TEPUNG MOCAF SINGKONG “AYO BERSIHKAN LIMBAH” Tugas Akhir Diajukan Untuk Memenuhi Persyaratan Guna Meraih Gelar Sarjana Strata 1 Teknik Informatika Universitas Muhammadiyah Malang Disusun Oleh : Nurwisnu Warasih Al-Kahfie 201520370312239 JURUSAN INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MUHAMMADIYAH MALANG 2017

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Page 1: GAME EDUKASI PENGOLAHAN LIMBAH TEPUNG MOCAF …

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GAME EDUKASI PENGOLAHAN LIMBAH TEPUNG

MOCAF SINGKONG

“AYO BERSIHKAN LIMBAH”

Tugas Akhir

Diajukan Untuk Memenuhi

Persyaratan Guna Meraih Gelar Sarjana Strata 1

Teknik Informatika Universitas Muhammadiyah Malang

Disusun Oleh :

Nurwisnu Warasih Al-Kahfie

201520370312239

JURUSAN INFORMATIKA

FAKULTAS TEKNIK

UNIVERSITAS MUHAMMADIYAH MALANG

2017

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GAME EDUKASI PENGOLAHAN LIMBAH TEPUNG

MOCAF SINGKONG

“AYO BERSIHKAN LIMBAH”

Tugas Akhir

Diajukan Untuk Memenuhi

Persyaratan Guna Meraih Gelar Sarjana Strata 1

Teknik Informatika Universitas Muhammadiyah Malang

Disusun Oleh :

Nurwisnu Warasih Al-Kahfie

201520370312239

JURUSAN INFORMATIKA

FAKULTAS TEKNIK

UNIVERSITAS MUHAMMADIYAH MALANG

2017

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KATA PENGANTAR

Segala puji syukur penulis panjatkan kepada Allah SWT, karena dengan

karunia-Nya jualah penulis bisa menyelesaikan tugas akhir beserta laporan tepat

waktunya yang berjudul Game Edukasi Pengolahan Limbah Tepung Mocaf

Singkong “Ayo Bersihkan Limbah” guna memenuhi persyaratan akademis untuk

menyelesaikan program Strata 1 (S1) pada Jurusan Teknik Informatika, Fakultas

Teknis, Universitas Muhammadiyah Malang.

Pada tulisan ini penulis mengucapkan rasa terima kasih yang sebesar –

besarnya kepada mereka yang telah memberikan semangat, dorongan dan bimbingan

serta pengarahan dalam menyelesaikan tugas akhir ini, yaitu kepada :

1. Kedua Orang Tua, Saudara serta Keluarga besar yang selalu memberikan

semangat, doa, serta bantuan materil dalam menyelesaikan tugas akhir ini.

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 pembinbing II yang

sangat membantu dalam memberikan bimbingan serta arahan dalam penyelesaian

tugas akhir ini.

4. Teman seperjuangan singkong Zata Dini Princess Swan, Rizamang Roger, Tino

Cyclops, Hendra Superhend, Daus Karina, dan teman-teman M8 Legend.

5. Teman-teman (transfer Politeknik Negeri Banjarmasin Angkatan 2015) yang

selalu memberikan dukungan dan motiasi.

Akhir kata penulis beharap agar laporan tugas akhir ini bisa bermanfaar bagi

kita semua.

Malang, Oktober 2017

Penulis

Nurwisnu Warasih Al-Kahfie

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DAFTAR ISI

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

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

LEMBAR PERSETUJUAN TUGAS AKHIR .................................................... iii

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

LEMBAR SURAT PERNYATAAN TIDAK PLAGIAT .................................. v

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

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

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

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

DAFTAR GAMBAR ............................................................................................. xii

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 .................................................................................................. 3

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 ........................................................................................ 8

2.1.3 Game Edukasi ..................................................................................... 9

2.1.4 Game Simulasi .................................................................................... 10

2.1.5 Game Development Life Cycle (GDLC) ............................................ 11

2.1 Lingkungan Pengembangan .................................................................... 12

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2.2.1 Android ............................................................................................... 12

2.2.2 Unity .................................................................................................. 14

2.3 Limbah Cair ............................................................................................... 16

2.3.1 Jenis-jenis Air Limbah ..................................................................... 16

2.3.2 Pengolahan Limbah Cair ................................................................. 16

2.3.3 Limbah Cair Mocaf ......................................................................... 17

BAB III ANALISA DAN PERANCANGAN SISTEM ...................................... 19

3.1 Initiation .................................................................................................... 19

3.1.1 Jenis Permainan Yang Dibuat .......................................................... 19

3.1.2 Game Skenario ................................................................................ 19

3.1.3 Karakter ........................................................................................... 20

3.1.4 Cerita Didalam Game ...................................................................... 20

3.1.5 Target Pemain .................................................................................. 20

3.1.6 Platform Yang Digunakan ............................................................... 20

3.1.7 Game Engine ................................................................................... 20

3.2 Pre-Production .......................................................................................... 20

3.2.1 Karakter ........................................................................................... 22

3.2.2 Rancangan Alur Sistem ................................................................... 23

3.2.3 Storyboard ....................................................................................... 24

3.2.4 Desain Tampilan Antarmuka ........................................................... 29

3.2.5 Audio ............................................................................................... 30

BAB IV IMPLEMENTASI DAN PENGUJIAN .................................................. 31

4.1 Implementasi ............................................................................................. 31

4.1.1 Implementasi Karakter .................................................................... 31

4.1.2 Implementasi Modul ..................................................................... 33

4.2 Pengujian ................................................................................................. 38

4.2.1 Heuristic Evaluation For Playability ............................................... 38

4.2.2 Playtesting Evaluation dan Gameflow Test .................................... 39

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BAB V KESIMPULAN DAN SARAN .................................................................. 52

5.1 Kesimpulan .................................................................................................. 52

5.2 Saran ............................................................................................................ 52

DAFTAR PUSTAKA ............................................................................................ 53

LAMPIRAN ........................................................................................................... 53

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DAFTAR GAMBAR

Gambar 2-1 Komponen Utama Operasi Android ................................................. 12

Gambar 3-1 FSM (Finite State Machine) .............................................................. 21

Gambar 3-2 Desain Pak Lim ............................................................................... 22

Gambar 3-3 Rancangan Alur Sistem .................................................................... 23

Gambar 3-4 Antarmuka Menu Utama .................................................................. 29

Gambar 3-5 Antarmuka Pengaturan ...................................................................... 29

Gambar 3-6 Antarmuka Gameplay ....................................................................... 29

Gambar 3-7 Antarmuka Finish Screen ................................................................. 30

Gambar 4-1 Pak Lim ............................................................................................ 31

Gambar 4-2 Mesin Perajang Singkong ................................................................. 32

Gambar 4-3 Pipa, Selang dan Cairan EM-4 ........................................................ 32

Gambar 4-4 Tampilan Awal ................................................................................. 33

Gambar 4-5 Tampilan Pengaturan ......................................................................... 33

Gambar 4-6 Gameplay Merajang Singkong ......................................................... 35

Gambar 4-7 Gameplay Fermentasi ....................................................................... 36

Gambar 4-8 Gameplay Menyambungkan Pipa .................................................... 37

Gambar 4-9 Gameplay Gelembung Minyak ........................................................ 37

Gambar 4-10 Gameplay Skor ................................................................................ 38

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DAFTAR TABEL

Tabel 3.1 Storyboard ..................................................................................................... 24

Tabel 4.1 Hasil Heuristic Evaluation For Playability ................................................. 38

Tabel 4.2 Hasil Pengujian Konsentrasi ........................................................................ 40

Tabel 4.3 Hasil Pengujian Tantangan ........................................................................... 41

Tabel 4.4 Hasil Pengujian Keterampilan ....................................................................... 42

Tabel 4.5 Hasil Pengujian Kontrol ................................................................................ 44

Tabel 4.6 Hasil Pengujian Aspek Umpan Balik Game ................................................ 47

Tabel 4.7 Hasil Pengujian Aspek Immersion Game .................................................... 48

Tabel 4.9 Hasil Pengujian Aspek Immersion Game .................................................... 50

DAFTAR LAMPIRAN

Data Hasil Uji ........................................................................................................... 52

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DAFTAR PUSTAKA

[1] Hendy, "FORMULASI BUBUR INSTAN BERBASIS SINGKONG (Manihot

esculenta Crantz) SEBAGAI PANGAN POKOK ALTERNATIF," Fakultas

Teknologi Pertanian Instiut Pertanian Bogor, Bogor, 2007

[2] P. Limbah and C. Mocaf, “APLIKASI EM4 ( Effective Microorganism )

DALAM PENGOLAHAN LIMBAH CAIR MOCAF ( Modified Cassava

Flour ),” vol. 4, 2013.

[3] A. Subagio, W. Siti, and D. Hermanuadi, Pengembangan zero waste

processing dari modified cassava flour ( MOCAF ) guna meningkatkan spinoff

klaster kepada masyarakat sekitar [ Development of zero waste processing of

modified cassava flour ( MOCAF ) to increase the spinoff of the clusters to

comm, no. September. 2011.

[4] Santoso Budi. “Proses Pengolahan Air Buangan Industri Tapioka,” pp. 1–13,

1993.

[5] P. Studi, T. Informatika, F. Teknik, and U. M. Malang, “Pelaku Usaha

Berbahan Baku Ubi Kayu,” pp. 387–393, 2016.

[6] Daniel Hartono, Clarissa, and Margaretha Lamaranti“Perancangan Aplikasi

Game Edukasi Advanture Puzzle CHEMICAL PANIC Berbasis Android,”

2014.

[7] E. S. Kw et al., “Pembuatan Game Simulasi Perkebunan , Peternakan dan

Interaksi Sosial,” pp. 1–4.

[8] R. Ramadan and Y. Widyani, “Game development life cycle guidelines,” 2013

Int. Conf. Adv. Comput. Sci. Inf. Syst., no. September 2013, pp. 95–100, 2013.

[9] A. D. Wulandari, “Game Edukatif Sejarah Komputer Menggunakan Role

Playing Game (RPG) Marker XP Sebagai Media Pembelajaran di SMP Negeri

2 Kalibawang,” Game Edukatif Sej. Komput. Menggunakan Role Play. Game

Marker XP Sebagai Media Pembelajaran di SMP Negeri 2 Kalibawang, 2012.

[10] Subagio, Achmad “Pengembangan Zero Waste Processing Dari Modified

Cassaa Flour (MOCAF) Guna Meningkatkan Klaster Kepada Masyarakat

Sekitar,” no. April, pp. 3–5, 2011.

[11] Rizky Anuary "PERANCANGAN DAN PEMBUATAN GAME FAST

DELIERY CHICKEN EXPRESS," 2013.

[12] Dian Wahyu Putra and A. Prasita Nugroho "GAME EDUKASI BERBASIS

ANDROID SEBAGAI MEDIA PEMBELAJARAN UNTUK ANAK USIA

DINI," pp. 2-4, 2016.

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[13] Tri Listyorini, "PERANCANGAN GAME SIMULASI PENDAFTARAN

SKRIPSI PADA PROGRAM STUDI TEKNIK INFORMATIKA

UNIVERSITAS MURIA KUDUS," 2014.

[14] Abidin Zainal, “Sejarah Game dan Jenis – Jenis Game Untuk Pembelajaran.”

2013.