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INTERACTIVE AR-EDUGAME
ON LEARNING INDONESIAN TRADITIONAL WEAPONS
FINAL PROJECT
Submitted as a Partial Fulfillment of the Requirements for
Getting the Bachelor Degree in Department of Informatics
Faculty of Communications and Informatics
Universitas Muhammadiyah Surakarta
By:
MAWARDI GANDA NEGARA
L200112004
DEPARTMENT OF INFORMATICS
FACULTY OF COMMUNICATIONS AND INFORMATICS
UNIVERSITAS MUHAMMADIYAH SURAKARTA
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DEDICATION
Thank you to Allah SWT who has given me his blessing, so the writer
complete this research. This research is dedicated to:
1. My beloved parent, Sudakim and Partini that always support and pray for my
best. Thank you for always be there for me.
2. My class mate for International Informatics 2011 (Nega, Kemal, Charis,
Sunu, Chintya, Aulia, Elly, Nidha, Cori).
3. My DOTA 2 Friends that always remain me to done my final project.
4. My Otaku friend Adipta Boboy for always giving me anime to support my
imagination to done this final project
5. AR Team (Mustaid, Pungky, Milatu, Herlambang, Bashid, Baharudin, Dony)
that always sharing knowledge to done this final project.
6. Families of Informatics UMS which has given many knowledge and
experiences especially for IDM.
ACKNOWLEDGEMENT
Alhamdulillahirabbil’alamin, all praise and gratitude to Allah SWT, who has given
us the blessing and guidance so the writer can finish the final project by the titled
"Interactive AR-Edugame on Learning Indonesian Traditional Weapons".
This final project is structured as obligations to complete the bachelor degree
of Department of Informatics, Faculty of Communication and Informatics,
Muhammadiyah University of Surakarta. The writer realizes that this final project is
far from perfection, therefore suggestions from reader is welcome by the writer.
The realization of this research cannot be separated from the support of
various parties. Therefore, the writer would like to say thanks and appreciations to:
1. Allah SWT who has given us the mercy and blessing until writer can
complete this research
2. Husni Thamrin, S.T, M.T., Ph.D as the Dean of the Faculty of
Communications and Informatics, University of Muhammadiyah Surakarta.
3. Dr. Heru Supriyono, M.Sc as the Head of Department of Informatics,
University of Muhammadiyah Surakarta.
4. Endah Sudarmilah, S.T, M.Eng as academic advisor who has given a
knowledge, guidance, and motivations to the writer.
5. The lecturer and staffs of the Faculty of Communications and Informatics for
their help and knowledge which are given to the writer.
6. My parent and family who always pray, passion, and motivate to the writer.
ABSTRACT
Traditional weapons is a product that is closely related to the culture of a society. Besides being used to shelter from enemy attack, the traditional weapon was also used in farming and hunting activities. More than function, traditional weapon has become the identity of a nation that helped enrich the cultural treasures of the archipelago. Education in Indonesia is guided by a new curriculum called Curriculum 2013. One of the material on curriculum lead students to learn about Indonesian Traditional Weapons, It make students hard to imagine the figure of Indonesian Traditional Weapons. Reflecting on the problems arising from the curriculum of 2013, researchers set up a learning method by combining AR with Educational game in presenting the material of Indonesian culture diversity, especially for the traditional weapons. This research done by collecting research data in SDIT Muhammadiyah Al-Kautsar Surakarta, and from the internet. The results of the research was an Educational game with the Augmented Reality support to learn about Indonesian Traditional Weapons, that easy to play and learn for children and teacher, namely “GatotVentura”.
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CHAPTER 5: CLOSING ... 78 5.1 Conclusion ... 78
5.2 Suggestion ... 79
BIBLIOGRAPHY 80
Table 2.1 Detailed Research Review ... 9
Table 3.9 Identification of Encyclopedia Page ... 22
Table 3.10 Describes User Scenario on Encyclopedia Page ... 22
Table 3.11 Identifiaction of Developer Page ... 23
Table 3.12 Describes User Scenario on Developer Page ... 23
Table 3.13 Identification of Exit Menu ... 23
Table 3.14 Describes User Scenario on Exit \Menu ... 23
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Table 4.8 2D-Weapons Figure Button Function Table ... 36
Table 4.9 Arrow Menu Function Table ... 40
Table 4.16 Black-Box Testing Results of “Tentang” Page ... 68
Table 4.17 Black-Box Testing Results of “Ensiklopedi” Page ... 68
Table 4.18 Black-Box Testing Results of Story Page ... 68
Table 4.19 Black-Box Testing Result of Game Level Page ... 69
Table 4.20 Result of The Students Questionnaire ... 71
Table 4.21 Corelation Table of Students Validity Test ... 72
Table 4.22 Validity Test Results Table ... 73
Table 4.23 Reliability Test Results Table ... 73
LIST OF FIGURE
Figure 4.6 Visual Programming of Download Marker ... 31
Figure 4.7 Visual Programming of “Keluar” Menu ... 32
Figure 4.8 Visual Programming of Animating Gatot Kaca ... 32
Figure 4.9 Visual Programming of Animating Menu ... 40
Figure 4.10 “Tentang” Page ... 33
Figure 4.11 Visual Programming of “Keluar” Menu ... 34
Figure 4.12 Visual Programming of Animating “Keluar” Menu ... 34
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Figure 4.21 Bubble Windows of “Parang Salawaku” ... 38
Figure 4.22 Bubble Windows of “Panah Busur Papua” ... 38
Figure 4.23 Visual Programming of 2D-Weapons Figure Button ... 39
Figure 4.24 Visual Programming of 2D-Weapons Figure Button (2) .. 39
Figure 4.25 Visual Programming of Bubble Windows ... 39
Figure 4.26 Visual Programming of Bubble Windows (2) ... 39
Figure 4.27 Visual Programming of Arrow Menu ... 40
Figure 4.28 Visual Programming of Animating 2D-Weapons Figure . 40 Figure 4.29 Visual Programming of Animating Arrow Menu ... 41
Figure 4.30 Main Story Page ... 41
Figure 4.31 Second Story Page ... 41
Figure 4.32 Visual Programming of “Lanjut Menu” ... 42
Figure 4.33 Visual Programming of Animating “Lanjut” Menu ... 42
Figure 4.34 Visual Programming of Animating Talking Gatot Kaca .. 43
Figure 4.35 Game Level Page ... 43
Figure 4.36 Visual Programming of “Keluar” Menu ... 44
Figure 4.37 Visual Programming of “Petunjuk Main” Menu ... 44
Figure 4.38 Visual Programming of Sumatra Level Menu ... 46
Figure 4.39 Visual Programming of Kalimantan Level Menu ... 46
Figure 4.40 Visual Programming of Sulawesi Level Menu ... 46
Figure 4.41 Visual Programming of Maluku Level Menu ... 46
Figure 4.42 Visual Programming of Papua Level Menu ... 47
Figure 4.43 Visual Programming of Jawa Level Menu ... 47
Figure 4.44 Main Character Sprite ... 47
Figure 4.47 GUI Sprite ... 48
Figure 4.56 Visual Programming of Rocket Cannon ... 52
Figure 4.57 Visual Programming of Buzzsaw ... 52
Figure 4.58 Visual Programming of Cactus ... 52
Figure 4.59 Visual Programming of Canonball ... 53
Figure 4.60 Visual Programming of Uchin ... 53
Figure 4.61 Animation Process of Blue Robot ... 53
Figure 4.62 Animation Process of Uchin ... 54
Figure 4.63 Effects Prefabs ... 54
Figure 4.64 Visual Programming of Bubble Emitter Effect ... 55
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Figure 4.71 Visual Programming of Coin Item ... 57
Figure 4.72 Visual Programming of LaserUpgrade Item ... 57
Figure 4.73 Visual Programming of Stimpack Item ... 58
Figure 4.74 Visual Programming of TimeSlower Item ... 58
Figure 4.75 Level Managers Prefabs ... 58
Figure 4.76 Visual Programming of CheckPoint ... 58
Figure 4.77 Visual Programming of GameManager ... 59
Figure 4.78 Visual Programming of GotoNextLevel ... 59
Figure 4.79 Visual Programming of Level Bounds ... 59
Figure 4.80 Visual Programming of LevelStart ... 59
Figure 4.81 Visual Programming of Restarter ... 59
Figure 4.82 Music Prefabs ... 60
Figure 4.83 Visual Programming of Music Prefabs ... 60
Figure 4.84 Platforms Prefabs ... 60
Figure 4.85 Visual Programming of DestructiveBlock Platform ... 60
Figure 4.86 Visual Programming of Jumper Platform ... 61
Figure 4.87 Weapons Prefabs ... 61
Figure 4.88 Visual Programming of Enemy Projectile ... 61
Figure 4.89 Visual Programming of Laser ... 61
Figure 4.90 Player Prefabs ... 62
Figure 4.91 Several Prefabs That Constructed Player Prefabs ... 62
Figure 4.92 Visual Programming of Player Prefabs ... 62
Figure 4.93 Visual Programming of MeleeAreaofEffect ... 63
Figure 4.94 Animation Process of Player Prefabs ... 63
Figure 4.97 Preview of Augmented Reality Scene With Bubble ... 65
Figure 4.98 “Petunjuk Main” Page - Control Button ... 65
Figure 4.99 “Petunjuk Main” Page - Action Button ... 66
Figure 4.100 “Petunjuk Main” Page – Item ... 66
Figure 4.101 “Petunjuk Main” Page – AR-Camera Manual ... 66
Figure 4.102 Visual Programming of “Lanjut” Menu ... 67