Rancang bangun game kaiwa bahasa Jepang berbasis android

Ulum, Saeful (2019) Rancang bangun game kaiwa bahasa Jepang berbasis android. Diploma thesis, UIN Sunan Gunung Djati Bandung.

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Abstract

INDONESIA: Media pembelajaran semakin berkembang seiring pesatnya perkembangan teknologi. Teknologi yang digunakan berupa sebuah game berbasis pembelajaran yang disebut educational game. Game ini membantu pemain (user) dalam belajar, membuat pemain merasa lebih tertarik untuk belajar karena pemain dapat belajar dan bermain dalam satu waktu. Penelitian ini bertujuan untuk membangun sebuah game pembelajaran Bahasa Jepang dasar, seperti percakapan dasar dan pembelajaran aksara hiragana, yaitu aksara yang digunakan dalam Bahasa Jepang. Metode perancangan yang digunakan dalam adalah metode prototyping. Platform dalam membangun game, menggunakan Android Studio software. Terdapat dua pengujian yang dilakukan pada penelitian ini, yaitu pengujian black-box dan pengujian Mean Opinion Score (MOS). Pengujian black-box digunakan untuk menguji sebuah output atau keluaran yang tampak pada antar muka sebuah game dan hasil pengujian ini didapatkan semua fungsi berjalan dengan baik. Pengujian MOS bertujuan untuk mendapatkan nilai ergonomis dari sebuah game dan hasil dari pengujian ini didapatkan nilai sangat baik yang menunjukkan diterimanya game ini oleh pemain. ENGLISH: Instructional media is growing along with the rapid development of technology. The technology used is in the form of a learning-based game called an educational game. This game helps players for learning, make players feel more interested in learning because player can learn and play at one time. This research is done in order to create a Basic Japanese educational game, such as basic conversation and hiragana script learning, which is a script is used in Japanese. The design method used is by using prototyping method. Platform for building game, using Android Studio software. There are two testing process used in this research, namely a black-box testing process and a Mean Opinion Score (MOS) testing process. The black-box testing process is used in other to check the output on the game screen and the result of this testing process is found that all functions went well. The MOS testing process is in other to get ergonomic value from a game and the result of this testing process is obtained a very good value indicating the acceptance of this game by the player.

Item Type: Thesis (Diploma)
Uncontrolled Keywords: Game Edukasi; Metode Prototyping; Android Studio; Mean Opinion Score
Subjects: Game of Chance
Divisions: Fakultas Sains dan Teknologi > Program Studi Teknik Elektro
Depositing User: Saeful Ulum
Date Deposited: 21 Feb 2022 07:25
Last Modified: 21 Feb 2022 07:25
URI: https://etheses.uinsgd.ac.id/id/eprint/28701

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