Bangsa, Dimas Citra (2016) Perancangan Desain Antarmuka Untuk Mobile Game Sejarah Perjuangan Kemerdekaan Indonesia Sebagai Media Pendukung Pembelajaran Siswa Kelas VIII SMP. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Game di Indonesia semakin berkembang, lima tahun terakhir ini. Game
sendiri dapat dimainkan salah satunya pada platform mobile game. Perjuangan
kemerdekaan Indonesia wajib untuk dikenang dan diketahui. Sehingga diadakan
pembelajaran sejarah sejak usia dini di sekolah, khususnya di kelas VIII SMP.
Namun, pembelajaran sejarah tidak begitu efektif, karena cara pembelajaran yang
konvensional dan tidak menarik. Perancangan media alternatif pembelajaran
sejarah dimaksudkan untuk membantu siswa lebih memahami pelajaran sejarah
yang dirasa kurang efektif pembelajarannya di sekolah.
Penelitian dilakukan dengan audiens siswa kelas VIII SMP di Surabaya.
Metode yang dilakukan antara lain adalah observasi, wawancara mendalam, focus
group discussion, post-test dan studi literatur. Metode ini digunakan untuk
mencari tahu lebih dalam tentang perancangan sebuah antarmuka mobile game,
dan mengetahui bagaimana tanggapan audiens terhadap mobile game yang
dirancang.
Hasil perancangan desain ini adalah antarmuka untuk mobile game sejarah
perjuangan kemerdekaan yang menggunakan tema visual suasana jaman dahulu,
dan usability yang berdasarkan panduan dari Android. Kesimpulan yang didapat
dari perancangan ini adalah mobile game dengan konten sejarah kemerdekaan
sangat diminati, namun dalam proses perancangan perlu adanya studi lebih dalam
mengenai aspek teknis agar nantinya bisa berfungsi secara optimal.
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Games in Indonesia is increasingly growing, the last five years. The game
itself can be played on platform mobile games. Indonesia's independence struggle
must be remembered and known. So learning history starts from an early age at
school, particularly in class VIII Junior High School. However, learning history
are not so effective, because the conventional ways of learning, and not
interesting. The design of alternative media for learning the history is intended to
help students better understand the lessons of history that is considered less
effective in school.
Research conducted with the audience of students class VIII Junior High
School in Surabaya. Methods which conducted include observation, in-depth
interviews, focus group discussion, post-test and study of literature. This method
is used to find out more about the design of a user interface for mobile game, and
find out how the audience response towards mobile game designed.
The results of this design is user interface for mobile game history of the
struggle for independence which used the visual theme of the atmosphere of
antiquity, and usability based on the Android guidelines. Conclusions of this
design is the mobile game with content history of independence in great demand,
but in the process of design needs for a deeper study concerning the technical
aspect in order to function optimally.
Item Type: | Thesis (Undergraduate) |
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Additional Information: | RSDP 794.815 36 Ban p |
Uncontrolled Keywords: | sejarah perjuangan kemerdekaan Indonesia; mobile game; desain antar muka; history of the struggle for Indonesian independence; mobile game; user interface design |
Subjects: | G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.2 Computer games L Education > L Education (General) N Fine Arts > NX Arts in general |
Divisions: | Faculty of Civil Engineering and Planning > Industrial Design Product > (S1) Undergraduate Thesis |
Depositing User: | Anis Wulandari |
Date Deposited: | 04 Jul 2017 02:54 |
Last Modified: | 26 Dec 2018 06:55 |
URI: | http://repository.its.ac.id/id/eprint/41856 |
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