INTRODUCING THE CHARACTERS OF WAYANG USING ANDROID MOBILE APPLICATION Introducing The Characters Of Wayang Using Android Mobile Application.
INTRODUCING THE CHARACTERS OF WAYANG USING
ANDROID MOBILE APPLICATION
PUBLICATION ARTICLE
By:
Galuh Ayu Arumsari
Prof. Dr. Budi Murtiyasa, M.Kom
Drs, Sudjalwo, M.Kom
DEPARTMENT OF INFORMATICS
FACULTY OF COMMUNICATIONS AND INFORMATICS
UNIVERSITAS MUHAMMADIYAH SURAKARTA
APRIL, 2013
INTRODUCING THE CHARACTERS OF WAYANG
USING ANDROID MOBILE APPLICATION
Galuh Ayu Arumsari, Budi Murtiyasa, Sudjalwo
Department of Informatics, Faculty of Communications and Informatics,
Universitas Muhammadiyah Surakarta
Email: galuhayua@gmail.com
ABSTRACT
This study takes issue how to plan and build application that have education element,
easy to understood and studied that can give information about wayang characters by society
using Android Mobile. Program development method using System Development Life Cycle
is a method that describes the system development life cycle in the design and development of
information systems. The result of the design is introducing the characters of wayang using
android mobile application that have read-only characteristics and contains the notion of
wayang, wayang history, understanding the Mahabharata, equipment wayang show, Wayang
Mahabharata information and exercises that help the user in identifying and introducing
wayang culture of Indonesia especially the wayang to the community and the world. The
results of the application trial for user can be concluded that this application for the best
resolution use mobile phone with size of 3.2 to 5 inches, requires 28MB of memory and a
minimum of Android Operating System Frozen Yogurt (Froyo) 2.2.
Key Word: android mobile, application, wayang.
INTRODUCTION
an amazing culture creature (Yasasusastra,
International world admits that wayang is
2011).
pure art and culture product of Indonesia
expansion the culture that taking wayang
that has supreme percentages. United
has impact to left behind. Previous time, it
Nations (UN) pass by UNESCO publish the
was familiar as an entertain culture but now
certificate on November 7th 2003, the
it is just a story. A young man right now it
content declare that Indonesian wayang is
will be does not know wayang characters.
Along
with
the
technology
Aizid
(2011)
said
that
lower
cause
and
key
applications
(Safaat,
2011).
appreciations to wayang are technology.
Application for this platform is easy to take
Wayang is not like just presentation. It is so
and get for free in Play Store. At this time is
important to do a preservation wayang,
not found yet android application base
because we should proud with a real
mobile that gives information about wayang
Indonesia culture that full with substances
characters in Play Store. These things
life. It is really hard, because wayang
motivated the researcher tries to combine
admitted to be the one of Indonesia culture,
the culture element and technology in the
but now it’s strange in country itself.
Smartphone
that
packages
in
mobile
Increasingly the era, it is more the
application inside be found material of
expansion of the technology. Technology
wayang characters. This application used to
makes
help us to know the wayang characters and
life
easy.
At
this
moment,
technology expansion was happening in our
introducing
lives, one of them in communication that is
especially wayang for society and world.
Smartphone.
culture,
Based on the problems appear an
necessary to us that having busy and high
idea to build “INTRODUCING THE
mobility in order to them not left the
CHARACTERS OF WAYANG USING
information. Android is the one desired
ANDROID MOBILE APPLICATION”.
platform
besides
be
Indonesia
main
society
Smartphone
the
blackberry
platform and IOS that most popular of
LITERATURE REVIEW
According Santoso (2011), in a final
Smartphone. Almost all of ages used
entitled
“Pembuatan
android platform, from young until old
project
ages. Android is a collection of software
Application Peta Wisata Berbasis Platform
which is intended for devices moves
Android di Kabupaten Sragen”, said that
include the operating system, middleware,
Sragen city is a gateway from East into
Mobile
Central Java which has many tourist
should be owned at an early age. In the
objects. However, tourists do not familiar
modern era, Qur'an can be download and
with those places. To attract the tourists it
put into mobile phone was shaped book in
has to promote from various media. Along
order to practice to read, by the fact is made
with technology expansion that penetrated
of based mobile application that aims
into various fields, mobile application
tajweed in order to the users do not need to
selected to be a promoted media in Sragen
bring a book to learn and the search more
tourism. The purpose of this mobile
quickly and easily with the existing
application is to promote Sragen tourism.
grouping. The using method in this research
The using method is to package all the
is SDLC (System Development Life Cycle)
information of tourism in Sragen into a
which is a method that describes by design
mobile application in order to be an easy
and construction of the system in the
facility to deliver information and can be
system
done anywhere and anytime as long as there
research was successful because it is based
is has internet access. This research was
from
successful because it can help users who
application can be useful and helpful in
want to know everything about the tourism
learning Tajweed. A given suggestion is
in Sragen. A given suggestion is mobile
expected the material reproduced to allow
application
users practice with some examples and not
developments that
include
more extensive location and addition of
According
Septiawan
questionnaire
life
cycle.
showed
that
This
the
only connected by the one example.
features that shows the position of mobile
users with targeted tourist sites.
development
Wijatmaka (2012) said that Java
Cultural especially in art have a high
(2012),
interest to learn although for foreign tourist
Tajweed is a science about rules and ways
or local. However, this Javanese culture
of reading the Quran as well as possible and
began
to
decrease
demand.
Factors
changing times or globalization and the
systems. SDLC has many methods that
influx of foreign culture or acculturation
can be used among Spiral, Prototype,
process into this country results the
Rapid
decrease demand in local or regional
(RAD), and the other.
Application
Development
cultures. Then, in preserving this culture
and adds interest to youth or layperson to
learn more about local culture, especially in
Java is make Java Applications Learning
Culture. The results of the research based
on the questionnaire states that learning
application is easy to operate and quite
Figure 1 Flowchart SDLC
effective and efficient in use and with the
Stages of the SDLC method are as
other assessments in the form of content
follows:
display and learning applications with a
1. Requirements definition stages are
pretty good assessment. A given suggestion
planning recognition applications
expected to expand the content.
process and learning needs also
potential users. It also conducted
RESEARCH METHOD
verification problems that occurred
a. SDLC (System Development Life
prior
learning
recognition
applications and to build for a new
Cycle)
The research method used is
assessment of needs.
Life
2. Requirements analysis stage is to
system
find and analyze user needs, both in
development life cycle method in
the form of information or devices
development and design of information
used and aligning applications with
SDLC
Cycle)
(System
is
Development
exposing
the
user needs, and then provide the
the system free from error and the
best applications alternative used by
results appropriate with user needs.
the
user
for
facilitate
user
6. Stages of learning take care of
media
performance.
applications
software
3. Stages of design are the user
modifications, repair of the error or
interface designing that includes
feedback from the user to the
appearance; form and design of
application that has been used.
Introducing
of
Maintenance of an application is
Using Android Mobile
needed, including the development
Wayang
the
Characters
with
of applications with the addition of
exercises to make the user can
new features to get maximum
evaluate its capabilities.
results.
Application
4. Stages
(Coding)
completely
of
development
is
implementation
a
stage
phase
system
of
the
of
the
b. Designing
UML designing Use Case only
includes
designing
based
instructional
After the design is complete, then
system, it can be made a use case of the
the instructional media can be built
system to be built. Use case itself covers
using Eclipse Indigo software.
among
5. The test system is a stage trial of
instructional
media
application
case
needs
on
technical designing by programmer.
Use
media
and
analysis
diagrams,
user
definitions and use case definition.
1. Use Case Diagram
before the application can be used
thoroughly. All of the application
functions must be tested in order to
Figure 2 Use Case Diagram
Use case diagram serves to
to get in to the applications and
user for illustrate a given facility
open each informing and doing the
introducing
exercises which is available in
Wayang
the
Characters
of
Using Android Mobile
Application. From the "Figure 2
application.
3. Use Case Definition
Use Case Diagram" explain that
The
following
is
a
user as an operator get the fully
description of the use case that
facility to open and operate any
includes wayang information and
information
exercises.
provided
about
in
Introducing
Wayang
the
the
the
training
application.
Characters
a) Wayang Information.
of
This section a user can open or
Using Android Mobile
Application
have
a
view
and
learn
wayang
static
information, which also shows
characteristic and is not use the
the image and sound examples
database as a data storage medium
wayang.
so the user can not changing the
b) Exercises.
content of the information although
This
practice questions.
practice working on quiz.
2. Actor Definition
by
introducing
the
the
the
the
user
can
c. Testing
Describes
obtained
section
facility
Tests performed after the system
from
was completed. Testing is done in two
user
Characters
of
ways,
namely
interviews
with
Using Android Mobile
questionnaires and testing of the system
Application. User or Operator is the
itself. The purpose of the questionnaire
person who has the right of access
is to determine the assessment by user
Wayang
on Application using Likert Scale.
RESULT AND DISCUSSION
Formula:
The results achieved from this
The highest score/ ideal score (SMax): 5
research are the Introducing the Characters
x n = 5n (SS) .......................................... (1)
of
The lowest score (SMin): 1 x n = n (STS),
Application. The results of the study are as
n = total respondent ................................ (2)
the following:
Score
∑
(S):
(total respondent
that
Wayang
Using
Android
Mobile
a. Splash Screen Page
choosing answer x answer weigh) .......... (3)
Splash will appear firstly when
Interpretation Percentage (P):
we
Score (S)
SMax
automatically switch to the main menu
× 100%
………………...(4)
run
the
application
and
introducing the characters of wayang
Where each answer has weighed;
using
android
mobile
application.
SS
:
Strongly Agree (5)
Splash Screen contains of Title of
S
:
Agree (4)
application and gamelan sound.
N
:
Neutral (3)
TS
:
Disagree (2)
STS
:
Strongly Disagree (1)
Next, the measurement of interpretation
percentage (P) is using international scale
(Riduwan and Akdon, 2007) as follow:
Figure 3 Splash Screen Page
81 - 100
(very strong)
b. Main Menu Page
61 - 80
(strong)
Appear
41 - 60
buttons
that
(enough)
Contains
21 - 40
five
of
the
Wayang,
Tokoh
(weak)
Wayang, Latihan Soal, Tentang and
0 - 20
(very weak)
Keluar button. The button of Wayang
Mahabharata characters, images and
will go to sub-menu of wayang page
sound of wayang samples. Information
that contains of wayang history, wayang
page as shown as follows:
explanation, mahabharta expalation and
wayang show video sample. Button of
Tokoh Wayang contains of 85 popular
wayang
characters that will show
information about wayang characters,
image and sound of wayang. Button of
Latihan
contains
Soal
of
random
question that will answer by multiple
Figure 5 Information Page
choice. Button of Tentang contain of
Sounds of wayang contained in the
information about programmer and
direct application originally from sound
contribution list. Main menu page will
of dalang. The sample of wayang image
show as follows:
as shown as follows:
Figure 4 Main Menu Page
Figure 6 Picture of Wayang
c. Information Page
Information
information
about
page
contains
the
wayang
d. Exercise Page
Exercise
know. Based on that result testing, could be
page
contains
of
collected the data as follow:
random question that will answer by
multiple choice. If it wrong answered it
will appear the dialog to go to the
information page, if it true answered it
will go to the next question.
Figure 8 Percentages Positive Assessment
Figure 7 Exercise Page
of Community to the Application
Testing of the research conducted to
The score that collected from every
20
respondents
with
employment
respondent from questionnaire would be
background, age, and knowledge of the
guidance to evaluate this system; whether
different
wayang
by
filling
out
the
the system worked well or not. Besides, it
questionnaire.
A
questionnaire
was
was also determined whether the creating
addressed to the general public who have
application was suitable to the main
some knowledge criteria of the wayang that
purpose of the application creating.
is really know, know, just know, and do not
2. Information in the application is easy to
CONCLUSION
The conclusion of the research
understood, this is corroborated by the
introducing the characters of wayang using
results that respondents agreed with this
android
statement by 79%.
mobile
application
has
been
completed and testing to 20 respondents has
Based on that can be concluded that the
been done, the results of the test can be
purpose of this research is to plan and
concluded that:
build application that have education
1. This
application
has
elements
of
element, easy to understood and studied
education, this is evidenced in the
that can give information about wayang
results which states 87% of respondents
characters by society using Android
agreed that application helps to know
Mobile has been successfully achieved.
about the Wayang Mahabharata.
BIBLIOGRAPHY
Aizid, Rizem. 2011. Atlas Tokoh-Tokoh Wayang. Yogyakarta: DIVA Press.
Riduwan and Akdon. 2007. Rumus dan Data dalam Analisis Statistika. Bandung: Alfabeta.
Safaat, Nazruddin. 2011. Android Pemrograman Aplikasi Mobile Smartphone dan Tablet PC
Berbasis Android. Bandung: Informatika.
Santoso, Muhanan Puji. 2012. “Pembuatan Mobile Application Peta Wisata Berbasis
Platform Android di Kabupaten Sragen ”. Skripsi.
Surakarta: Universitas
Muhammadiyah Surakarta.
Septiawan, Arif Tri. 2012. “Pengenalan Dan Pembelajaran Cara Membaca Alquran (Ilmu
Tajwid) Berbasis Mobile Android ”. Skripsi. Surakarta: Universitas Muhammadiyah
Surakarta.
Wijatmaka, Wakhid. 2012. ”Pembelajaran Kebudayaan Jawa Berbasis
Android”. Skripsi. Surakarta: Universitas Muhammadiyah Surakarta.
Mobile
Yasasusastra, J Syahban. 2011. Mengenal Tokoh Pewayangan
danerwatakannya. Yogyakarta: Pustaka Mahardika.
Bentuk
Biografi,
AUTHORS BIODATA
Name
:
Galuh Ayu Arumsari
NIM
:
L200090092
Place of Birth
:
Sragen
Date of Birth
:
17 November 1991
Sex
:
Female
Religions
:
Moslem
Education
:
S1
Department/Faculty
:
Informatics
Engineering
Department
/
Faculty
Communications and Informatics
Collage
:
Universitas Muhammadiyah Surakarta
Address
:
Rejosari Rt: 5/ Rw: 2, Gabugan, Tanon, Sragen 57277.
Phones Number
:
+6285727163638
Email
:
galuhayua@gmail.com
of
ANDROID MOBILE APPLICATION
PUBLICATION ARTICLE
By:
Galuh Ayu Arumsari
Prof. Dr. Budi Murtiyasa, M.Kom
Drs, Sudjalwo, M.Kom
DEPARTMENT OF INFORMATICS
FACULTY OF COMMUNICATIONS AND INFORMATICS
UNIVERSITAS MUHAMMADIYAH SURAKARTA
APRIL, 2013
INTRODUCING THE CHARACTERS OF WAYANG
USING ANDROID MOBILE APPLICATION
Galuh Ayu Arumsari, Budi Murtiyasa, Sudjalwo
Department of Informatics, Faculty of Communications and Informatics,
Universitas Muhammadiyah Surakarta
Email: galuhayua@gmail.com
ABSTRACT
This study takes issue how to plan and build application that have education element,
easy to understood and studied that can give information about wayang characters by society
using Android Mobile. Program development method using System Development Life Cycle
is a method that describes the system development life cycle in the design and development of
information systems. The result of the design is introducing the characters of wayang using
android mobile application that have read-only characteristics and contains the notion of
wayang, wayang history, understanding the Mahabharata, equipment wayang show, Wayang
Mahabharata information and exercises that help the user in identifying and introducing
wayang culture of Indonesia especially the wayang to the community and the world. The
results of the application trial for user can be concluded that this application for the best
resolution use mobile phone with size of 3.2 to 5 inches, requires 28MB of memory and a
minimum of Android Operating System Frozen Yogurt (Froyo) 2.2.
Key Word: android mobile, application, wayang.
INTRODUCTION
an amazing culture creature (Yasasusastra,
International world admits that wayang is
2011).
pure art and culture product of Indonesia
expansion the culture that taking wayang
that has supreme percentages. United
has impact to left behind. Previous time, it
Nations (UN) pass by UNESCO publish the
was familiar as an entertain culture but now
certificate on November 7th 2003, the
it is just a story. A young man right now it
content declare that Indonesian wayang is
will be does not know wayang characters.
Along
with
the
technology
Aizid
(2011)
said
that
lower
cause
and
key
applications
(Safaat,
2011).
appreciations to wayang are technology.
Application for this platform is easy to take
Wayang is not like just presentation. It is so
and get for free in Play Store. At this time is
important to do a preservation wayang,
not found yet android application base
because we should proud with a real
mobile that gives information about wayang
Indonesia culture that full with substances
characters in Play Store. These things
life. It is really hard, because wayang
motivated the researcher tries to combine
admitted to be the one of Indonesia culture,
the culture element and technology in the
but now it’s strange in country itself.
Smartphone
that
packages
in
mobile
Increasingly the era, it is more the
application inside be found material of
expansion of the technology. Technology
wayang characters. This application used to
makes
help us to know the wayang characters and
life
easy.
At
this
moment,
technology expansion was happening in our
introducing
lives, one of them in communication that is
especially wayang for society and world.
Smartphone.
culture,
Based on the problems appear an
necessary to us that having busy and high
idea to build “INTRODUCING THE
mobility in order to them not left the
CHARACTERS OF WAYANG USING
information. Android is the one desired
ANDROID MOBILE APPLICATION”.
platform
besides
be
Indonesia
main
society
Smartphone
the
blackberry
platform and IOS that most popular of
LITERATURE REVIEW
According Santoso (2011), in a final
Smartphone. Almost all of ages used
entitled
“Pembuatan
android platform, from young until old
project
ages. Android is a collection of software
Application Peta Wisata Berbasis Platform
which is intended for devices moves
Android di Kabupaten Sragen”, said that
include the operating system, middleware,
Sragen city is a gateway from East into
Mobile
Central Java which has many tourist
should be owned at an early age. In the
objects. However, tourists do not familiar
modern era, Qur'an can be download and
with those places. To attract the tourists it
put into mobile phone was shaped book in
has to promote from various media. Along
order to practice to read, by the fact is made
with technology expansion that penetrated
of based mobile application that aims
into various fields, mobile application
tajweed in order to the users do not need to
selected to be a promoted media in Sragen
bring a book to learn and the search more
tourism. The purpose of this mobile
quickly and easily with the existing
application is to promote Sragen tourism.
grouping. The using method in this research
The using method is to package all the
is SDLC (System Development Life Cycle)
information of tourism in Sragen into a
which is a method that describes by design
mobile application in order to be an easy
and construction of the system in the
facility to deliver information and can be
system
done anywhere and anytime as long as there
research was successful because it is based
is has internet access. This research was
from
successful because it can help users who
application can be useful and helpful in
want to know everything about the tourism
learning Tajweed. A given suggestion is
in Sragen. A given suggestion is mobile
expected the material reproduced to allow
application
users practice with some examples and not
developments that
include
more extensive location and addition of
According
Septiawan
questionnaire
life
cycle.
showed
that
This
the
only connected by the one example.
features that shows the position of mobile
users with targeted tourist sites.
development
Wijatmaka (2012) said that Java
Cultural especially in art have a high
(2012),
interest to learn although for foreign tourist
Tajweed is a science about rules and ways
or local. However, this Javanese culture
of reading the Quran as well as possible and
began
to
decrease
demand.
Factors
changing times or globalization and the
systems. SDLC has many methods that
influx of foreign culture or acculturation
can be used among Spiral, Prototype,
process into this country results the
Rapid
decrease demand in local or regional
(RAD), and the other.
Application
Development
cultures. Then, in preserving this culture
and adds interest to youth or layperson to
learn more about local culture, especially in
Java is make Java Applications Learning
Culture. The results of the research based
on the questionnaire states that learning
application is easy to operate and quite
Figure 1 Flowchart SDLC
effective and efficient in use and with the
Stages of the SDLC method are as
other assessments in the form of content
follows:
display and learning applications with a
1. Requirements definition stages are
pretty good assessment. A given suggestion
planning recognition applications
expected to expand the content.
process and learning needs also
potential users. It also conducted
RESEARCH METHOD
verification problems that occurred
a. SDLC (System Development Life
prior
learning
recognition
applications and to build for a new
Cycle)
The research method used is
assessment of needs.
Life
2. Requirements analysis stage is to
system
find and analyze user needs, both in
development life cycle method in
the form of information or devices
development and design of information
used and aligning applications with
SDLC
Cycle)
(System
is
Development
exposing
the
user needs, and then provide the
the system free from error and the
best applications alternative used by
results appropriate with user needs.
the
user
for
facilitate
user
6. Stages of learning take care of
media
performance.
applications
software
3. Stages of design are the user
modifications, repair of the error or
interface designing that includes
feedback from the user to the
appearance; form and design of
application that has been used.
Introducing
of
Maintenance of an application is
Using Android Mobile
needed, including the development
Wayang
the
Characters
with
of applications with the addition of
exercises to make the user can
new features to get maximum
evaluate its capabilities.
results.
Application
4. Stages
(Coding)
completely
of
development
is
implementation
a
stage
phase
system
of
the
of
the
b. Designing
UML designing Use Case only
includes
designing
based
instructional
After the design is complete, then
system, it can be made a use case of the
the instructional media can be built
system to be built. Use case itself covers
using Eclipse Indigo software.
among
5. The test system is a stage trial of
instructional
media
application
case
needs
on
technical designing by programmer.
Use
media
and
analysis
diagrams,
user
definitions and use case definition.
1. Use Case Diagram
before the application can be used
thoroughly. All of the application
functions must be tested in order to
Figure 2 Use Case Diagram
Use case diagram serves to
to get in to the applications and
user for illustrate a given facility
open each informing and doing the
introducing
exercises which is available in
Wayang
the
Characters
of
Using Android Mobile
Application. From the "Figure 2
application.
3. Use Case Definition
Use Case Diagram" explain that
The
following
is
a
user as an operator get the fully
description of the use case that
facility to open and operate any
includes wayang information and
information
exercises.
provided
about
in
Introducing
Wayang
the
the
the
training
application.
Characters
a) Wayang Information.
of
This section a user can open or
Using Android Mobile
Application
have
a
view
and
learn
wayang
static
information, which also shows
characteristic and is not use the
the image and sound examples
database as a data storage medium
wayang.
so the user can not changing the
b) Exercises.
content of the information although
This
practice questions.
practice working on quiz.
2. Actor Definition
by
introducing
the
the
the
the
user
can
c. Testing
Describes
obtained
section
facility
Tests performed after the system
from
was completed. Testing is done in two
user
Characters
of
ways,
namely
interviews
with
Using Android Mobile
questionnaires and testing of the system
Application. User or Operator is the
itself. The purpose of the questionnaire
person who has the right of access
is to determine the assessment by user
Wayang
on Application using Likert Scale.
RESULT AND DISCUSSION
Formula:
The results achieved from this
The highest score/ ideal score (SMax): 5
research are the Introducing the Characters
x n = 5n (SS) .......................................... (1)
of
The lowest score (SMin): 1 x n = n (STS),
Application. The results of the study are as
n = total respondent ................................ (2)
the following:
Score
∑
(S):
(total respondent
that
Wayang
Using
Android
Mobile
a. Splash Screen Page
choosing answer x answer weigh) .......... (3)
Splash will appear firstly when
Interpretation Percentage (P):
we
Score (S)
SMax
automatically switch to the main menu
× 100%
………………...(4)
run
the
application
and
introducing the characters of wayang
Where each answer has weighed;
using
android
mobile
application.
SS
:
Strongly Agree (5)
Splash Screen contains of Title of
S
:
Agree (4)
application and gamelan sound.
N
:
Neutral (3)
TS
:
Disagree (2)
STS
:
Strongly Disagree (1)
Next, the measurement of interpretation
percentage (P) is using international scale
(Riduwan and Akdon, 2007) as follow:
Figure 3 Splash Screen Page
81 - 100
(very strong)
b. Main Menu Page
61 - 80
(strong)
Appear
41 - 60
buttons
that
(enough)
Contains
21 - 40
five
of
the
Wayang,
Tokoh
(weak)
Wayang, Latihan Soal, Tentang and
0 - 20
(very weak)
Keluar button. The button of Wayang
Mahabharata characters, images and
will go to sub-menu of wayang page
sound of wayang samples. Information
that contains of wayang history, wayang
page as shown as follows:
explanation, mahabharta expalation and
wayang show video sample. Button of
Tokoh Wayang contains of 85 popular
wayang
characters that will show
information about wayang characters,
image and sound of wayang. Button of
Latihan
contains
Soal
of
random
question that will answer by multiple
Figure 5 Information Page
choice. Button of Tentang contain of
Sounds of wayang contained in the
information about programmer and
direct application originally from sound
contribution list. Main menu page will
of dalang. The sample of wayang image
show as follows:
as shown as follows:
Figure 4 Main Menu Page
Figure 6 Picture of Wayang
c. Information Page
Information
information
about
page
contains
the
wayang
d. Exercise Page
Exercise
know. Based on that result testing, could be
page
contains
of
collected the data as follow:
random question that will answer by
multiple choice. If it wrong answered it
will appear the dialog to go to the
information page, if it true answered it
will go to the next question.
Figure 8 Percentages Positive Assessment
Figure 7 Exercise Page
of Community to the Application
Testing of the research conducted to
The score that collected from every
20
respondents
with
employment
respondent from questionnaire would be
background, age, and knowledge of the
guidance to evaluate this system; whether
different
wayang
by
filling
out
the
the system worked well or not. Besides, it
questionnaire.
A
questionnaire
was
was also determined whether the creating
addressed to the general public who have
application was suitable to the main
some knowledge criteria of the wayang that
purpose of the application creating.
is really know, know, just know, and do not
2. Information in the application is easy to
CONCLUSION
The conclusion of the research
understood, this is corroborated by the
introducing the characters of wayang using
results that respondents agreed with this
android
statement by 79%.
mobile
application
has
been
completed and testing to 20 respondents has
Based on that can be concluded that the
been done, the results of the test can be
purpose of this research is to plan and
concluded that:
build application that have education
1. This
application
has
elements
of
element, easy to understood and studied
education, this is evidenced in the
that can give information about wayang
results which states 87% of respondents
characters by society using Android
agreed that application helps to know
Mobile has been successfully achieved.
about the Wayang Mahabharata.
BIBLIOGRAPHY
Aizid, Rizem. 2011. Atlas Tokoh-Tokoh Wayang. Yogyakarta: DIVA Press.
Riduwan and Akdon. 2007. Rumus dan Data dalam Analisis Statistika. Bandung: Alfabeta.
Safaat, Nazruddin. 2011. Android Pemrograman Aplikasi Mobile Smartphone dan Tablet PC
Berbasis Android. Bandung: Informatika.
Santoso, Muhanan Puji. 2012. “Pembuatan Mobile Application Peta Wisata Berbasis
Platform Android di Kabupaten Sragen ”. Skripsi.
Surakarta: Universitas
Muhammadiyah Surakarta.
Septiawan, Arif Tri. 2012. “Pengenalan Dan Pembelajaran Cara Membaca Alquran (Ilmu
Tajwid) Berbasis Mobile Android ”. Skripsi. Surakarta: Universitas Muhammadiyah
Surakarta.
Wijatmaka, Wakhid. 2012. ”Pembelajaran Kebudayaan Jawa Berbasis
Android”. Skripsi. Surakarta: Universitas Muhammadiyah Surakarta.
Mobile
Yasasusastra, J Syahban. 2011. Mengenal Tokoh Pewayangan
danerwatakannya. Yogyakarta: Pustaka Mahardika.
Bentuk
Biografi,
AUTHORS BIODATA
Name
:
Galuh Ayu Arumsari
NIM
:
L200090092
Place of Birth
:
Sragen
Date of Birth
:
17 November 1991
Sex
:
Female
Religions
:
Moslem
Education
:
S1
Department/Faculty
:
Informatics
Engineering
Department
/
Faculty
Communications and Informatics
Collage
:
Universitas Muhammadiyah Surakarta
Address
:
Rejosari Rt: 5/ Rw: 2, Gabugan, Tanon, Sragen 57277.
Phones Number
:
+6285727163638
:
galuhayua@gmail.com
of