Pengembangan Aplikasi Permainan “Artifact Hunter” Berbasis Design Play Experience (DPE) Framework

Widianto, Septian Pratama (2018) Pengembangan Aplikasi Permainan “Artifact Hunter” Berbasis Design Play Experience (DPE) Framework. Sarjana thesis, Universitas Brawijaya.

Abstract

Warisan budaya merupakan produk tradisi dan prestasi spiritual masa lampau sebagai jati diri suatu bangsa, salah satu contoh warisan budaya adalah artefak. Sebagai bangsa yang kaya budaya, masyarakat Indonesia sering mengabaikan warisan budaya yang ada, karena masyarakat mengganggap bahwa warisan budaya tersebut tidak ada relevansinya dengan zaman modern, padahal warisan budaya mempunyai peran penting sebagai pembentukan jati diri bangsa. Berdasarkan permasalahan di atas, kemudian dirancang serious game sebagai media informasi edukasi warisan budaya berupa artefak. Perancangan serious game menerapkan framework DPE yang membagi perancangan menjadi beberapa lapisan. Lapisan tersebut antara lain: learning layer, storytelling layer, gameplay layer, user experience layer, dan technology layer. Pengujian yang dilakukan pada perancangan serious game ini adalah black box testing, usability testing dan paired t-test. Black box testing digunakan untuk mengetahui kebutuhan fungsional, usability testing digunakan untuk mengetahui respon pengguna, dan paired t-test digunakan untuk mengetahui efektivitas permainan yang dirancang dalam menambah wawasan warisan budaya berupa artefak. Dari hasil pengujian yang dilakukan, dapat disimpulkan bahwa serious game yang dirancang sudah memenuhi tujuan pembelajaran serta faktor menyenangkan sebagai esensi permainan.

English Abstract

Cultural heritage is a product of tradition and spiritual achievement of the past as the identity of a nation, one example of cultural heritage are artifacts. As a culturally rich nation, Indonesians often ignore the existing cultural heritage, as people assume that the cultural heritage is irrelevant to modern times, whereas cultural heritage has an important role to play in establishing national identity. Based on the above problems, then designed a serious game as a medium of educational information on cultural heritage in the form of artifacts. The design of a serious game applies the DPE framework that divides the design into several layers. The layers include: learning layer, storytelling layer, gameplay layer, user experience layer, and technology layer. Tests conducted on the design of this serious game are black box testing, usability testing and paired t-test. Black box testing is used to determine the functional requirements, usability testing is used to determine the user response, and paired t-test is used to determine the effectiveness of the game designed about whether user’s knowledge is increased or not about cultural heritage in the form of artifacts. From the results of tests conducted, it can be concluded that the serious game designed already fulfilled the learning objectives and fun factors as the essence of the game.

Item Type: Thesis (Sarjana)
Identification Number: SKR/FTIK/2018/130/051801117
Uncontrolled Keywords: Warisan Budaya, Artefak, Serious Game, Framework DPE
Subjects: 000 Computer science, information and general works > 005 Computer programming, programs, data > 005.5 General purpose application programs
Divisions: Fakultas Ilmu Komputer > Teknik Informatika
Depositing User: Yusuf Dwi N.
Date Deposited: 28 Jun 2018 02:39
Last Modified: 26 Oct 2021 07:43
URI: http://repository.ub.ac.id/id/eprint/11686
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