INTERACTIVE AR-EDUGAME ON LEARNING INDONESIAN TRADITIONAL WEAPONS Interactive Ar-Edugame On Learning Indonesian Traditional Weapons.

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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
2015

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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.
7. All partners that cannot be mentioned one by one.

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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.
Thanks you very much.

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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”.
Keyword: Augmented Reality, AR, Edugame, Indonesian Traditional Weapons.

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TABLE OF CONTENTS

APPROVAL ..................................................................................................

ii


ACCEPTANCE ............................................................................................

iii

CONTRIBUTION LIST ...............................................................................

iv

DEDICATION ..............................................................................................

v

ACKNOWLEDGEMENT ............................................................................

vi

ABSTRACT ..................................................................................................

vii


TABLE OF CONTENTS ..............................................................................

ix

LIST OF TABLE ..........................................................................................

xii

LIST OF FIGURE .........................................................................................

xiv

CHAPTER 1: INTRODUCTION ..............................................................

1

1.1

Background ..........................................................................................


1

1.2

Problem Statement ...............................................................................

2

1.3

Limitation ............................................................................................

3

1.4

Objective ..............................................................................................

4


1.5

Benefit .................................................................................................

4

1.6

Systematical of Writing .......................................................................

5

CHAPTER 2: OBSERVATION ................................................................

6

2.1

Previous Research ...............................................................................


6

2.2

Basic Theory ........................................................................................

10

2.2.1

Game Design ................................................................................

10

2.2.2

Indonesian Culture ........................................................................

10


2.2.3

Traditional Weapon ......................................................................

11

2.2.4

Augmented Reality .......................................................................

11

2.2.5

Vuforia SDK .................................................................................

11

2.2.6


Android SDK ................................................................................

12

2.2.7

Blender .........................................................................................

12

2.2.8

Unity 3D .......................................................................................

13

CHAPTER 3: RESEARCH METHOD ....................................................

14

3.1

14

Time and Plan ......................................................................................

x
3.2

Material and Equipment ......................................................................

14

3.2.1

Hardware ......................................................................................

14

3.2.2

Software ........................................................................................

14

3.3

Research Flow Diagram .....................................................................

15

3.3.1

Requirement Analysis ..................................................................

16

3.3.2

Collecting Data .............................................................................

17

3.3.3

Designing ......................................................................................

17

3.3.4

Building ........................................................................................

17

3.3.5

Testing ..........................................................................................

17

3.3.6

Report ...........................................................................................

18

3.4

Application Design ..............................................................................

18

3.4.1

User View and Select Menu on main Page ..................................

19

3.4.2

User View and Select Menu on Story Page .................................

19

3.4.3

User View and Select Menu on Game Level Page .......................

20

3.4.4

User View and Select Menu on Manual Page ..............................

21

3.4.5

User View and Select Menu on Encyclopedia Page ....................

22

3.4.6

User View and Select Menu on Developer Page ..........................

22

3.4.7

User Select Tthe Exit Menu .........................................................

23

3.5

Testing .................................................................................................

24

3.5.1

Application testing ........................................................................

24

3.5.2

Questionnaire ................................................................................

24

3.5.3

Validity and Realibility Test ........................................................

25

3.5.4

Calculation ....................................................................................

27

CHAPTER 4: RESULT AND ANALYSIS ..................................................

28

4.1

Research Result .....................................................................................

28

4.1.1

Splash Screen Page ..........................................................................

28

4.1.2

Main Page .......................................................................................

29

4.1.3

“Tentang” Page ...............................................................................

33

4.1.4

“Ensiklopedi” Page .........................................................................

34

4.1.5

Story Page .......................................................................................

41

4.1.6

Game Level Page ............................................................................

43

4.1.7

“Petunjuk Main” Page ....................................................................

65

4.2

Testing ...................................................................................................

67

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CHAPTER 5: CLOSING ..............................................................................

78

5.1

Conclusion .............................................................................................

78

5.2

Suggestion .............................................................................................

79

BIBLIOGRAPHY

80

APPENDIX

82

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LIST OF TABLE

Table 2.1

Detailed Research Review ..............................................

9

Table 3.1

Identification of Main Page ............................................

19

Table 3.2

Describes User Scenario on Main Page ..........................

19

Table 3.3

Identification of Story Page ............................................

20

Table 3.4

Describes User Scenario on Story Page ..........................

20

Table 3.5

Identification of Game Level Page .................................

20

Table 3.6

Describes User Scenario on Game Level Page ...............

20

Table 3.7

Identification of Manual Page .........................................

21

Table 3.8

Describes User Scenario on Manual Page ......................

21

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

Table 3.15

Design Table of Application Testing Using Black-Box
Methods

24

Table 3.16

Design of Questionnaire .................................................

25

Table 3.17

Reliability Criteria Index ................................................

26

Table 3.18

r Table .............................................................................

26

Table 4.1

“Mulai” Menu Function Table ........................................

30

Table 4.2

“Tentang” Menu Function Tabe .....................................

30

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Table 4.3

“Ensiklopedi” Menu Function Table ..............................

31

Table 4.4

Download Marker Menu Function Table .......................

31

Table 4.5

“Keluar” Menu Function Table ......................................

32

Table 4.6

“Keluar” Menu Function Table ......................................

33

Table 4.7

“Kembali” Menu Function Table ...................................

35

Table 4.8

2D-Weapons Figure Button Function Table ...................

36

Table 4.9

Arrow Menu Function Table ..........................................

40

Table 4.10

“Lanjut” Menu Function Table .......................................

42

Table 4.11

“Keluar” Menu Function Table ......................................

44

Table 4.12

“Petunjuk Main” Menu Function Table ..........................

44

Table 4.13

Main \Game Level Scene Function Table ......................

45

Table 4.14

“Lanjut” Menu Function Table .......................................

67

Table 4.15

Black-Box Testing Results of Main Page .......................

68

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

Table 4.24

Scoring and Interpretation Percentage Results ...............

75

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LIST OF FIGURE

Figure 3.1

Research Flowchart ...........................................................

15

Figure 3.2

Use Chase Diagram of Application ...................................

18

Figure 4.1

Splash Screen Page ...........................................................

28

Figure 4.2

Main Page ..........................................................................

29

FIgure 4.3

Visual Programming of “Mulai” Menu .............................

30

Figure 4.4

Visual Programming of “Tentang” Menu .........................

30

Figure 4.5

Visual Programming of “Ensiklopedi” Menu ...................

31

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

Figure 4.13

Main “Ensiklopedi” Page ..................................................

34

Figure 4.14

Second “Ensiklopedi” Page ...............................................

34

Figure 4.15

Third “Ensiklopedi” Page .................................................

35

Figure 4.16

Visual Programming of “Kembali” Menu ........................

36

Figure 4.17

Bubble Windows of “Tombak Lampung” ........................

36

Figure 4.18

Bubble Windows of “Badik Sulawesi” .............................

37

Figure 4.19

Buble Windows of “Kujang Jawa” ...................................

37

Figure 4.20

Bubble Windows of “Mandau Kalimantan” ....................

37

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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 4.45

Environment Sprite ...........................................................

48

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Figure 4.46

Enemies Sprite ..................................................................

48

Figure 4.47

GUI Sprite .........................................................................

48

Figure 4.48

Item Sprite .........................................................................

48

Figure 4.49

Platforms ...........................................................................

49

Figure 4.50

Building Sublevel Scene ...................................................

49

Figure 4.51

Sublevel Scene Preview ....................................................

49

Figure 4.52

Sublevel Final Scene Preview ...........................................

50

Figure 4.53

Unity 3D Components (Prefabs) .......................................

50

Figure 4.54

AI Prefabs ..........................................................................

51

Figure 4.55

Visual programming of Blue Robot and Red Robot .........

51

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

Figure 4.65

Environment Prefabs .........................................................

55

Figure 4.66

Visual Programming of Tree .............................................

56

Figure 4.67

Visual Programming of Water ..........................................

56

Figure 4.68

GUI Prefabs .......................................................................

56

Figure 4.69

Visual Programming of GUI Prefabs ................................

57

Figure 4.70

Items Prefabs .....................................................................

57

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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 4.95

Constructing Augmented Reality Level Scene .................

64

xviii
Figure 4.96

Preview Augmented Reality Level Scene .........................

64

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

Figure 4.103

Percentage of Student Respondents ..................................

75