Scenario System analysis 1 mGBL Infrastructure

281 Fill player name Page: Setting Player Save : Player Fill Player Color Memainkan permainan Menampilkan papan permainan Player Sub System Single Player Figure 10. Diagram of single player activity Multi player  One of the players choose the exercise package  Make a skill duel  Create a competition Fill name player Setting page player Open Service bluetooth Select color player Play the game Display board games Player Sub System Game Server Listen Client connect ? BLuetooth connection Yes no Figure 11. Activity diagram Mobile Game Server Fill name player Setting page player Open Service bluetooth Select color player Play the game Board the game Player Sub Sistem Game Client Seacrh Game Server Client connect ? Bluetooth connection Yes no Time out? Show Message Server not Found Ya no Figure 12. Activity diagram Game Client

4.4. mGBL Integration Testing in the Learning Integration testing is done by trying out a prototype

mGBL mGBL to learners or students who previously had been studying the material or subject matter being taught by a teacher in the classical style in the classroom. In the method of single-loop learning, the learners follow the procedures and the initial plan as outlined in the gaming scenario. Learners get into game scenarios with a theory that is sufficient support, already know the destination and the stages of a learning theme. Planning learning strategies must be adapted to the purpose and value of supporting the theory that always be true. Feedback is an important factor in this method to find the procedures and techniques of how to create a more efficient strategy. Sample data in this study were students at SMK 8 Malang first class average between 15-17 years old. 282 Figure 13. mGBL application screen shot Measurement Aspects of Learning Measurement of these aspects of learning mGBL includes five aspects: a matter easy to understand, about the amount of memory, the number of analytical questions, about the material quality and suitability about the material that once accepted, the results are as shown in the graph below. Figure 14 Graph measurement of learning in mGBL Measurement mGBL Fun Aspect. Measurement of fun in the game were also measured to provide five additional questions to find out just how exciting this game, the data shown in the graph more below. Figure 15. Graph measurement of Fun in mGBL

5. Conclusion

Subsystem interconnect architecture mGBL through wireless communication with the server using http protocol WIFI-LAN and the mobile game WIFI- PDA and Client-Server bluetooth mobile games can interact with both. Measurement of learning aspects of the method mGBL show that this method is acceptable learners and can be used as an alternative learning model because it contains elements of planning, construction, information resources, and evaluation. Utilization of the local network via wireless accespoint mGBL facilitate learners to access because it is not burdened with the cost of communication A CKNOWLEDGMENT We would like to acknowledge the contributions of the following group and individuals to the development of this research paper: Research Groups IT STTAR-JPVEDC Malang on cooperation and collaboration. JENI team for all the hard work so that the mobile application materials can be used by many people. Lastly, We offer our regards and blessings to all of those who supported us in any respect during the completion of the project. R EFERENCES [1]André N. Klingsheim, “J2ME Bluetooth Programming” Department of Informatics University of Bergen,2004 [2]Carol Hammer,”Creating Mobile Games Using JavaTM ME Platform to Put the Fun into Your Mobile Device and Cell Phone”, Apress, Inc. USA,2007 [3]Gerhard Schwabe ,”Mobile Learning with a Mobile Game: Technology and GameDynamics”