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SKRIPSI
GAME “MR.ADIT” SEBAGAI SARANA EDUKASI
KREATIVITAS PENGOLAHAN SAMPAH
BERBASISANDROID
RUBEN BUDI PRASETYO
NIM. 201351063
DOSEN PEMBIMBING
Tri Listyorini, M.Kom
Muhammad Imam Ghozali,M.Kom
PROGRAM STUDI TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MURIA KUDUS
2017
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GAME “MR.ADIT” SEBAGAI SARANA EDUKASI KREATIVITAS
PENGOLAHAN SAMPAH BERBASISANDROID
Nama mahasiswa
: Ruben BudiPrasetyo
NIM
: 201351063
Pembimbing
:
1.
TriListyorini, M.Kom
2.
Muhammad Imam Ghozali, M.Kom
Abstrak
Game “Mr.Adit” sebagai sarana edukasi kreatifitas pengolahan sampahdibutuhkan
dan harus diberikan kepada anak sejak dini agar mereka mengerti dan tidak
merusak lingkungan. Pendidikan Lingkungan Hidup di Indonesia telah
diupayakan oleh berbagai pihak sejak awal tahun 1970-an oleh Kementrian
Lingkungan Hidup (KLH). Game bisa menjadi salah satu media promosi untuk
menyampaikan suatu gagasan atau informasi dengan cara yang menarik. Sifat
dasar yang menantang (challenging), membuat ketagihan (addicted) dan
menyenangkan (fun) bagi mereka yang menyukai permainan modern ini.
Pembuatan game ini melalui proses flowchart dan implementasi program pada
smartphone berbasis android. Penelitian ini menghasilkan game “mr.adit” sebagai
sarana edukasi kreativitas pengolahan sampah berbasisandroid. Menggunakan
Adobe Flash yang efektif sebagai media informasi sekaligus edukasi bagi pemain.
Kata kunci: Game, Edukasi,Android
v
GAME "MR.ADIT" AS A MEANS OF EDUCATION OF CREATIVITY OF
WASTE PROCESSING BASED ON ANDROID
Student Name
: Ruben Budi Prasetyo
Student Identity Number
: 201351063
Supervisor
:
1. Tri Listyorini M.Kom
2. Muhammad Imam Ghozali, M. Kom
Abstract
Game "Mr.Adit" as a means of educating the creativity of waste processing is
needed and should be given to children from an early age so that they understand
and do not damage the environment. Environmental Education in Indonesia has
been pursued by various parties since the early 1970s by the Ministry of
Environment (KLH). Games can be one of the promotional media to convey an
idea or information in an interesting way. The nature of the challenging
(challenging), addictive and fun (fun) for those who love this modern game.
Making this game through the process flowchart and implementation of the
program on android-based smartphone. This study produces the game "mr.adit"
as a means of educating the creativity of waste processing based on android.
Using Adobe Flash is effective as a medium of information as well as education
for players.
Keywords: Game,Education,Android
vi
KATA PENGANTAR
Puji syukur kehadirat Allah SWT karena atas Rahmat dan Hidayah-Nya penulis
mampu menyelesaikan penyusunan skripsi ini dengan judul “GAME “MR.ADIT”
SEBAGAI SARANA EDUKASI KREATIVITAS PENGOLAHAN SAMPAH
BERBASISANDROID” menggunakan Adobe Flash Professional cs6.
Skripsi ini di susun guna melengkapi salah satu persyaratan untuk
memperoleh gelar kesarjanaan program studi Teknik Informatika Fakultas Teknik
Universitas Muria Kudus. Pada kesempatan ini, penulis ingin menyampaikan rasa
terima kasih yang sebesar besarnya kepada:
1.Allah SWT yang telah memberikan Rahmat dan Hidayah-Nya.
2.Bapak Dr. H. Suparnyo, S.H., M.S. selaku rektor Universitas Muria Kudus.
3.Bapak Mohammad Dahlan ST. MT, selaku dekan Fakultas Teknik Universitas
Muria Kudus.
4.Bapak Ahmad Jazuli,M.Kom, selaku ketua program studi Teknik Informatika
Universitas Muria Kudus.
5.Ibu Tri Listyorini, M.Kom, selaku pembimbing 1 yang telah banyak
memberikan masukan selama penyusunan skripsi ini.
6.Bapak Imam Ghozali, M,Kom selaku pembimbing
2
yang telah banyak
memberikan masukan selama penyusunan skripsi ini.
7.Ibu dan Bapak serta adiku tersayang yang senantiasa memberikan dukungan,
semangat, do’a dan materi yang sangat berarti.
8.Teman-teman Teknik Informatika angkatan 2013 terutama teman saya Edris,
Indra, Aji, Udin, Dicky,Yoga yang telah memberikan saran dan motivasi.
Penulis menyadari adanya kekurangan dan ketidaksempurnaan dalam
penulisan karya tulis ini, karena itu penulis menerima kritik, saran dan masukan
dari pembaca sehingga penulis dapat lebih baik di masa yang akan datang.
Akhirnya penulis berharap semoga buku tesis ini bisa bermanfaat khususnya bagi
penulis dan umumnya bagi para pembaca.
Kudus, 28 Agustus 2017
Penulis
vii
DAFTAR ISI
HALAMAN JUDUL ........................................................................................
HALAMAN PERSETUJUAN .........................................................................
HALAMAN PENGESAHAN ..........................................................................
PERNYATAAN KEASLIAN ..........................................................................
ABSTRAK .........................................................................................................
ABSTRACT .......................................................................................................
KATA PENGANTAR .......................................................................................
DAFTAR ISI ......................................................................................................
DAFTAR GAMBAR .........................................................................................
DAFTAR TABEL .............................................................................................
DAFTAR LAMPIRAN .....................................................................................
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BAB I PENDAHULUAN
1.1
1.2
1.3
1.4
1.5
Latar belakang ........................................................................................
Perumusan Masalah ................................................................................
Batasan Masalah .....................................................................................
Tujuan .....................................................................................................
Manfaat ...................................................................................................
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2
3
3
4
BAB II TINJAUAN PUSTAKA
2.1
2.2
Penelitian Terkait ....................................................................................
Landasan Teori ........................................................................................
2.2.1 Game Edukasi ................................................................................
2.2.2 Android...........................................................................................
2.2.3 Sampah ...........................................................................................
2.2.4 Bagan Alur Flowchart ....................................................................
2.2.4.1 Jenis-jenis Bagan Alur Flowchart ......................................
2.2.5 Metodologi Prototype .....................................................................
2.2.6 Storyboard ......................................................................................
2.2.6.1 Merancang Konsep ............................................................
2.2.6.2 Merancang Isi ....................................................................
2.2.6.3 Merancang Naskah ............................................................
2.2.7 Perangkat Lunak Yang Digunakan ................................................
2.2.7.1 Adobe Flash Professional cs6 ............................................
2.2.7.2 Adobe Photoshop cc ........................................................
2.2.8 Kerangka Pemikiran ................................................................................
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BAB III METODOGI
3.1
Metode Penelitian ....................................................................................
3.1.1 Pengumpulan Kebutuhan ...............................................................
3.1.2 Membangun Prototyping ................................................................
3.1.2.1 Halaman Pembuka .............................................................
3.1.2.2 Halaman Menu Utama .......................................................
3.1.2.3 Halaman Permainan ...........................................................
3.1.2.4 Halaman Petunjuk Permainan ............................................
3.1.2.5 Halaman Isi Petunjuk .........................................................
3.1.2.6 Halaman Permainan Mengambil Sampah..........................
3.1.2.7 Halaman Selesai Permainan Mengambil Sampah .............
3.1.2.8 Halaman Permainan Mengambil Bahan ............................
3.1.2.9 Halaman Mulai Permainan Mengambil Bahan ..................
3.1.2.10 Halaman Nilai Permainan Mengambil Bahan .................
3.1.2.11 Halaman Permainan Mendaur Ulang Sampah .................
3.1.2.12 Halaman Mulai Permainan Mendaur Ulang Sampah ......
3.1.2.13 Halaman Selesai Permainan Mendaur Ulang Sampah ....
3.1.2.14 Halaman Materi ...............................................................
3.1.2.15 Halaman Profil .................................................................
3.1.2.16 Flowchart Menu Utama ...................................................
3.1.2.17 Flowchart Menu Permainan .............................................
3.1.2.18 Flowchart Petunjuk Permainan ........................................
3.1.2.19 Flowchart Permainan Mengambil Sampah ......................
3.1.2.20 Flowchart Permainan Mengambil Bahan ........................
3.1.2.21 Flowchart Permainan Mendaur Ulang Sampah ...............
3.1.2.22 Flowchart Materi..............................................................
3.1.2.23 Flowchart Profil ...............................................................
3.1.3 Evaluasi Prototyping ......................................................................
3.1.4 Mengkodekan Sistem .....................................................................
3.1.4.1 Halaman Awal ...................................................................
3.1.4.2 Jendela Utama ....................................................................
3.1.4.3 Toolbox ..............................................................................
3.1.4.4 Action Script ......................................................................
3.1.4.5 Fungsi Action Script ..........................................................
3.1.4.6 Penggunaan Action Script .................................................
3.1.4.7 Struktur ..............................................................................
3.1.4.8 Objek ..................................................................................
3.1.5 Menguji Sistem ..............................................................................
3.1.6 Evaluasi Sistem ..............................................................................
3.1.7 Menggunakan Sistem .....................................................................
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BAB IV HASIL DAN PEMBAHASAN
4.1
4.2
4.3
4.4
4.5
4.6
4.7
Pembahasan Penelitian ............................................................................
4.1.1 Tampilan Halaman Pembuka (Loading) ........................................
4.1.2 Tampilan Halaman Menu Utama ...................................................
4.1.3 Tampilan Halaman Permainan .......................................................
4.1.4 Tampilan Halaman Petunjuk Permainan ........................................
4.1.5 Tampilan Halaman Permainan Mengambil Sampah ......................
4.1.6 Tampilan Halaman Permainan Mengambil Bahan ........................
4.1.7 Tampilan Halaman Permainan Mendaur Ulang Sampah ...............
4.1.8 Tampilan Halaman Materi .............................................................
4.1.9Tampialn Halam Profil ....................................................................
Implementasi ...........................................................................................
Pengujian .................................................................................................
Uji Kelayakan ..........................................................................................
Format Kuisioner .....................................................................................
Rekapitulasi Hasil Kuisioner ...................................................................
Distribusi .................................................................................................
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BAB V PENUTUP
5.1
5.2
Kesimpulan.............................................................................................. 79
Saran ........................................................................................................ 79
DAFTAR PUSTAKA ........................................................................................ 81
LAMPIRAN ......................................................................................................
x
DAFTAR GAMBAR
Gambar 2.1 Siklus Prototype ..............................................................................
Gambar 2.2 Kerangka Pemikiran game edukasi kreatifitas sampah mr. adit
berbasis android .............................................................................
Gambar 3.1 Halaman Pembuka (Loading)..........................................................
Gambar 3.2 Halaman Menu Utama ....................................................................
Gambar 3.3 Halaman Permainan ........................................................................
Gambar 3.4 Halaman Petunjuk Permainan .........................................................
Gambar 3.5 Halaman Isi Petunjuk ......................................................................
Gambar 3.6 Halaman Permainan Mengambil Sampah .......................................
Gambar 3.7 Halaman Permainan Mengambil Sampah .......................................
Gambar 3.8 Halaman Selesai Permainan Mengambil Sampah ...........................
Gambar 3.9 Halaman Permainan Mengambil Bahan ..........................................
Gambar 3.10 Halaman Mulai Permainan Mengambil Bahan .............................
Gambar 3.11 Halaman Mulai Permainan Mengambil Bahan .............................
Gambar 3.12 Halaman Mulai Permainan Mengambil Bahan .............................
Gambar 3.13 Halaman Nilai Permainan Mengambil Bahan ...............................
Gambar 3.14 Halaman Permainan Mengambil Sampah .....................................
Gambar 3.15 Halaman Mulai Permainan Mengambil Sampah ..........................
Gambar 3.16 Halaman Selesai Permainan Mendaur Ulang Sampah ..................
Gambar 3.17 Halaman Materi .............................................................................
Gambar 3.18 Halaman Profil ..............................................................................
Gambar 3.19 Halaman Profil ..............................................................................
Gambar 3.20 Flowchart Menu Utama ................................................................
Gambar 3.21 Flowchart Menu Permainan ..........................................................
Gambar 3.22 Flowchart Petunjuk Permainan ....................................................
Gambar 3.23 Flowchart Permainan Mengambil Sampah ...................................
Gambar 3.24 Flowchart Permainan Mengambil Bahan .....................................
Gambar 3.25 Flowchart Permainan Mendaur Ulang Sampah ............................
Gambar 3.26 Flowchart Materi ..........................................................................
Gambar 3.27 Flowchart Profil ............................................................................
Gambar 3.28 Tampilan star page Adobe Flash Professional CS 6 ....................
Gambar 3.29 Jendela Utama Adobe Flash Professional CS6 .............................
Gambar 3.30 Panel Actions .................................................................................
Gambar 4.1 Tampilan Halaman Loading ............................................................
Gambar 4.2 Tampilan Halaman Menu Utama ....................................................
Gambar 4.3 Tampilan Halaman Permainan ........................................................
Gambar 4.4 Tampilan Halaman Petunjuk Permainan .........................................
Gambar 4.5 Tampilan Halaman Petunjuk Permainan .........................................
Gambar 4.6 Tampilan Halaman Petunjuk Permainan .........................................
Gambar 4.7 Tampilan Halaman Permainan Mengambil Sampah .......................
xi
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Gambar 4.8 Tampilan Halaman Permainan Mengambil Sampah .......................
Gambar 4.9 Tampilan Halaman Permainan Mengambil Sampah .......................
Gambar 4.10 Tampilan Halaman Permainan Mengambil Bahan .......................
Gambar 4.11.Tampilan Permainan Halaman Mengambil Bahan .......................
Gambar 4.12 Tampilan Permainan Halaman Mengambil Bahan .......................
Gambar 4.13 Tampilan Halaman Permainan Mengambil Bahan .......................
Gambar 4.14 Tampilan Halaman Permainan Mengambil Bahan .......................
Gambar 4.15 Tampilan Halaman Permainan Mendaur Ulang Sampah ..............
Gambar 4.16 Tampilan Halaman Permainan Mendaur Ulanag Sampah ............
Gambar 4.17 Tampilan Halaman Permainan Mendaur Ulang Sampah ..............
Gambar 4.18 Tampilan Halaman Permainan Mendaur Ulang Smapah ..............
Gambar 4.19 Tampilan Halaman Materi ............................................................
Gambar 4.20 Tampilan Halaman Profil ..............................................................
Gambar 4.21 Tampilan Halaman Profil ..............................................................
Gambar 4.22 Distribusi Langsung ......................................................................
Gambar 4.23 Distribusi Tidak Langsung ............................................................
xii
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77
DAFTAR TABEL
Tabel 2.1 Simbol Program Flowchart .................................................................
Tabel 2.2 Simbol Sistem Flowchart ...................................................................
Tabel 3.1 Tools Yang Terdapat Pada Toolbox ....................................................
Tabel 4.1 Hasil Pengujian Black Box Testing .....................................................
Tabel 4.2 Hasil Rekapitulasi Perhitungan Perolehan Nilai Responden ..............
xiii
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43
62
73
DAFTAR LAMPIRAN
Lampiran 1 Foto
Lampiran 2 Kuisioner
Lampiran 3 Buku Konsultasi
Lampiran 4 Lembar Revisi
Lampiran 5 Biodata
Lampiran 6 Poster
Lampiran 7 Artikel Ilmiah
xiv
GAME “MR.ADIT” SEBAGAI SARANA EDUKASI
KREATIVITAS PENGOLAHAN SAMPAH
BERBASISANDROID
RUBEN BUDI PRASETYO
NIM. 201351063
DOSEN PEMBIMBING
Tri Listyorini, M.Kom
Muhammad Imam Ghozali,M.Kom
PROGRAM STUDI TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MURIA KUDUS
2017
i
ii
iii
iv
GAME “MR.ADIT” SEBAGAI SARANA EDUKASI KREATIVITAS
PENGOLAHAN SAMPAH BERBASISANDROID
Nama mahasiswa
: Ruben BudiPrasetyo
NIM
: 201351063
Pembimbing
:
1.
TriListyorini, M.Kom
2.
Muhammad Imam Ghozali, M.Kom
Abstrak
Game “Mr.Adit” sebagai sarana edukasi kreatifitas pengolahan sampahdibutuhkan
dan harus diberikan kepada anak sejak dini agar mereka mengerti dan tidak
merusak lingkungan. Pendidikan Lingkungan Hidup di Indonesia telah
diupayakan oleh berbagai pihak sejak awal tahun 1970-an oleh Kementrian
Lingkungan Hidup (KLH). Game bisa menjadi salah satu media promosi untuk
menyampaikan suatu gagasan atau informasi dengan cara yang menarik. Sifat
dasar yang menantang (challenging), membuat ketagihan (addicted) dan
menyenangkan (fun) bagi mereka yang menyukai permainan modern ini.
Pembuatan game ini melalui proses flowchart dan implementasi program pada
smartphone berbasis android. Penelitian ini menghasilkan game “mr.adit” sebagai
sarana edukasi kreativitas pengolahan sampah berbasisandroid. Menggunakan
Adobe Flash yang efektif sebagai media informasi sekaligus edukasi bagi pemain.
Kata kunci: Game, Edukasi,Android
v
GAME "MR.ADIT" AS A MEANS OF EDUCATION OF CREATIVITY OF
WASTE PROCESSING BASED ON ANDROID
Student Name
: Ruben Budi Prasetyo
Student Identity Number
: 201351063
Supervisor
:
1. Tri Listyorini M.Kom
2. Muhammad Imam Ghozali, M. Kom
Abstract
Game "Mr.Adit" as a means of educating the creativity of waste processing is
needed and should be given to children from an early age so that they understand
and do not damage the environment. Environmental Education in Indonesia has
been pursued by various parties since the early 1970s by the Ministry of
Environment (KLH). Games can be one of the promotional media to convey an
idea or information in an interesting way. The nature of the challenging
(challenging), addictive and fun (fun) for those who love this modern game.
Making this game through the process flowchart and implementation of the
program on android-based smartphone. This study produces the game "mr.adit"
as a means of educating the creativity of waste processing based on android.
Using Adobe Flash is effective as a medium of information as well as education
for players.
Keywords: Game,Education,Android
vi
KATA PENGANTAR
Puji syukur kehadirat Allah SWT karena atas Rahmat dan Hidayah-Nya penulis
mampu menyelesaikan penyusunan skripsi ini dengan judul “GAME “MR.ADIT”
SEBAGAI SARANA EDUKASI KREATIVITAS PENGOLAHAN SAMPAH
BERBASISANDROID” menggunakan Adobe Flash Professional cs6.
Skripsi ini di susun guna melengkapi salah satu persyaratan untuk
memperoleh gelar kesarjanaan program studi Teknik Informatika Fakultas Teknik
Universitas Muria Kudus. Pada kesempatan ini, penulis ingin menyampaikan rasa
terima kasih yang sebesar besarnya kepada:
1.Allah SWT yang telah memberikan Rahmat dan Hidayah-Nya.
2.Bapak Dr. H. Suparnyo, S.H., M.S. selaku rektor Universitas Muria Kudus.
3.Bapak Mohammad Dahlan ST. MT, selaku dekan Fakultas Teknik Universitas
Muria Kudus.
4.Bapak Ahmad Jazuli,M.Kom, selaku ketua program studi Teknik Informatika
Universitas Muria Kudus.
5.Ibu Tri Listyorini, M.Kom, selaku pembimbing 1 yang telah banyak
memberikan masukan selama penyusunan skripsi ini.
6.Bapak Imam Ghozali, M,Kom selaku pembimbing
2
yang telah banyak
memberikan masukan selama penyusunan skripsi ini.
7.Ibu dan Bapak serta adiku tersayang yang senantiasa memberikan dukungan,
semangat, do’a dan materi yang sangat berarti.
8.Teman-teman Teknik Informatika angkatan 2013 terutama teman saya Edris,
Indra, Aji, Udin, Dicky,Yoga yang telah memberikan saran dan motivasi.
Penulis menyadari adanya kekurangan dan ketidaksempurnaan dalam
penulisan karya tulis ini, karena itu penulis menerima kritik, saran dan masukan
dari pembaca sehingga penulis dapat lebih baik di masa yang akan datang.
Akhirnya penulis berharap semoga buku tesis ini bisa bermanfaat khususnya bagi
penulis dan umumnya bagi para pembaca.
Kudus, 28 Agustus 2017
Penulis
vii
DAFTAR ISI
HALAMAN JUDUL ........................................................................................
HALAMAN PERSETUJUAN .........................................................................
HALAMAN PENGESAHAN ..........................................................................
PERNYATAAN KEASLIAN ..........................................................................
ABSTRAK .........................................................................................................
ABSTRACT .......................................................................................................
KATA PENGANTAR .......................................................................................
DAFTAR ISI ......................................................................................................
DAFTAR GAMBAR .........................................................................................
DAFTAR TABEL .............................................................................................
DAFTAR LAMPIRAN .....................................................................................
i
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iv
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viii
xi
xii
xiv
BAB I PENDAHULUAN
1.1
1.2
1.3
1.4
1.5
Latar belakang ........................................................................................
Perumusan Masalah ................................................................................
Batasan Masalah .....................................................................................
Tujuan .....................................................................................................
Manfaat ...................................................................................................
1
2
3
3
4
BAB II TINJAUAN PUSTAKA
2.1
2.2
Penelitian Terkait ....................................................................................
Landasan Teori ........................................................................................
2.2.1 Game Edukasi ................................................................................
2.2.2 Android...........................................................................................
2.2.3 Sampah ...........................................................................................
2.2.4 Bagan Alur Flowchart ....................................................................
2.2.4.1 Jenis-jenis Bagan Alur Flowchart ......................................
2.2.5 Metodologi Prototype .....................................................................
2.2.6 Storyboard ......................................................................................
2.2.6.1 Merancang Konsep ............................................................
2.2.6.2 Merancang Isi ....................................................................
2.2.6.3 Merancang Naskah ............................................................
2.2.7 Perangkat Lunak Yang Digunakan ................................................
2.2.7.1 Adobe Flash Professional cs6 ............................................
2.2.7.2 Adobe Photoshop cc ........................................................
2.2.8 Kerangka Pemikiran ................................................................................
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15
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BAB III METODOGI
3.1
Metode Penelitian ....................................................................................
3.1.1 Pengumpulan Kebutuhan ...............................................................
3.1.2 Membangun Prototyping ................................................................
3.1.2.1 Halaman Pembuka .............................................................
3.1.2.2 Halaman Menu Utama .......................................................
3.1.2.3 Halaman Permainan ...........................................................
3.1.2.4 Halaman Petunjuk Permainan ............................................
3.1.2.5 Halaman Isi Petunjuk .........................................................
3.1.2.6 Halaman Permainan Mengambil Sampah..........................
3.1.2.7 Halaman Selesai Permainan Mengambil Sampah .............
3.1.2.8 Halaman Permainan Mengambil Bahan ............................
3.1.2.9 Halaman Mulai Permainan Mengambil Bahan ..................
3.1.2.10 Halaman Nilai Permainan Mengambil Bahan .................
3.1.2.11 Halaman Permainan Mendaur Ulang Sampah .................
3.1.2.12 Halaman Mulai Permainan Mendaur Ulang Sampah ......
3.1.2.13 Halaman Selesai Permainan Mendaur Ulang Sampah ....
3.1.2.14 Halaman Materi ...............................................................
3.1.2.15 Halaman Profil .................................................................
3.1.2.16 Flowchart Menu Utama ...................................................
3.1.2.17 Flowchart Menu Permainan .............................................
3.1.2.18 Flowchart Petunjuk Permainan ........................................
3.1.2.19 Flowchart Permainan Mengambil Sampah ......................
3.1.2.20 Flowchart Permainan Mengambil Bahan ........................
3.1.2.21 Flowchart Permainan Mendaur Ulang Sampah ...............
3.1.2.22 Flowchart Materi..............................................................
3.1.2.23 Flowchart Profil ...............................................................
3.1.3 Evaluasi Prototyping ......................................................................
3.1.4 Mengkodekan Sistem .....................................................................
3.1.4.1 Halaman Awal ...................................................................
3.1.4.2 Jendela Utama ....................................................................
3.1.4.3 Toolbox ..............................................................................
3.1.4.4 Action Script ......................................................................
3.1.4.5 Fungsi Action Script ..........................................................
3.1.4.6 Penggunaan Action Script .................................................
3.1.4.7 Struktur ..............................................................................
3.1.4.8 Objek ..................................................................................
3.1.5 Menguji Sistem ..............................................................................
3.1.6 Evaluasi Sistem ..............................................................................
3.1.7 Menggunakan Sistem .....................................................................
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BAB IV HASIL DAN PEMBAHASAN
4.1
4.2
4.3
4.4
4.5
4.6
4.7
Pembahasan Penelitian ............................................................................
4.1.1 Tampilan Halaman Pembuka (Loading) ........................................
4.1.2 Tampilan Halaman Menu Utama ...................................................
4.1.3 Tampilan Halaman Permainan .......................................................
4.1.4 Tampilan Halaman Petunjuk Permainan ........................................
4.1.5 Tampilan Halaman Permainan Mengambil Sampah ......................
4.1.6 Tampilan Halaman Permainan Mengambil Bahan ........................
4.1.7 Tampilan Halaman Permainan Mendaur Ulang Sampah ...............
4.1.8 Tampilan Halaman Materi .............................................................
4.1.9Tampialn Halam Profil ....................................................................
Implementasi ...........................................................................................
Pengujian .................................................................................................
Uji Kelayakan ..........................................................................................
Format Kuisioner .....................................................................................
Rekapitulasi Hasil Kuisioner ...................................................................
Distribusi .................................................................................................
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BAB V PENUTUP
5.1
5.2
Kesimpulan.............................................................................................. 79
Saran ........................................................................................................ 79
DAFTAR PUSTAKA ........................................................................................ 81
LAMPIRAN ......................................................................................................
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DAFTAR GAMBAR
Gambar 2.1 Siklus Prototype ..............................................................................
Gambar 2.2 Kerangka Pemikiran game edukasi kreatifitas sampah mr. adit
berbasis android .............................................................................
Gambar 3.1 Halaman Pembuka (Loading)..........................................................
Gambar 3.2 Halaman Menu Utama ....................................................................
Gambar 3.3 Halaman Permainan ........................................................................
Gambar 3.4 Halaman Petunjuk Permainan .........................................................
Gambar 3.5 Halaman Isi Petunjuk ......................................................................
Gambar 3.6 Halaman Permainan Mengambil Sampah .......................................
Gambar 3.7 Halaman Permainan Mengambil Sampah .......................................
Gambar 3.8 Halaman Selesai Permainan Mengambil Sampah ...........................
Gambar 3.9 Halaman Permainan Mengambil Bahan ..........................................
Gambar 3.10 Halaman Mulai Permainan Mengambil Bahan .............................
Gambar 3.11 Halaman Mulai Permainan Mengambil Bahan .............................
Gambar 3.12 Halaman Mulai Permainan Mengambil Bahan .............................
Gambar 3.13 Halaman Nilai Permainan Mengambil Bahan ...............................
Gambar 3.14 Halaman Permainan Mengambil Sampah .....................................
Gambar 3.15 Halaman Mulai Permainan Mengambil Sampah ..........................
Gambar 3.16 Halaman Selesai Permainan Mendaur Ulang Sampah ..................
Gambar 3.17 Halaman Materi .............................................................................
Gambar 3.18 Halaman Profil ..............................................................................
Gambar 3.19 Halaman Profil ..............................................................................
Gambar 3.20 Flowchart Menu Utama ................................................................
Gambar 3.21 Flowchart Menu Permainan ..........................................................
Gambar 3.22 Flowchart Petunjuk Permainan ....................................................
Gambar 3.23 Flowchart Permainan Mengambil Sampah ...................................
Gambar 3.24 Flowchart Permainan Mengambil Bahan .....................................
Gambar 3.25 Flowchart Permainan Mendaur Ulang Sampah ............................
Gambar 3.26 Flowchart Materi ..........................................................................
Gambar 3.27 Flowchart Profil ............................................................................
Gambar 3.28 Tampilan star page Adobe Flash Professional CS 6 ....................
Gambar 3.29 Jendela Utama Adobe Flash Professional CS6 .............................
Gambar 3.30 Panel Actions .................................................................................
Gambar 4.1 Tampilan Halaman Loading ............................................................
Gambar 4.2 Tampilan Halaman Menu Utama ....................................................
Gambar 4.3 Tampilan Halaman Permainan ........................................................
Gambar 4.4 Tampilan Halaman Petunjuk Permainan .........................................
Gambar 4.5 Tampilan Halaman Petunjuk Permainan .........................................
Gambar 4.6 Tampilan Halaman Petunjuk Permainan .........................................
Gambar 4.7 Tampilan Halaman Permainan Mengambil Sampah .......................
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Gambar 4.8 Tampilan Halaman Permainan Mengambil Sampah .......................
Gambar 4.9 Tampilan Halaman Permainan Mengambil Sampah .......................
Gambar 4.10 Tampilan Halaman Permainan Mengambil Bahan .......................
Gambar 4.11.Tampilan Permainan Halaman Mengambil Bahan .......................
Gambar 4.12 Tampilan Permainan Halaman Mengambil Bahan .......................
Gambar 4.13 Tampilan Halaman Permainan Mengambil Bahan .......................
Gambar 4.14 Tampilan Halaman Permainan Mengambil Bahan .......................
Gambar 4.15 Tampilan Halaman Permainan Mendaur Ulang Sampah ..............
Gambar 4.16 Tampilan Halaman Permainan Mendaur Ulanag Sampah ............
Gambar 4.17 Tampilan Halaman Permainan Mendaur Ulang Sampah ..............
Gambar 4.18 Tampilan Halaman Permainan Mendaur Ulang Smapah ..............
Gambar 4.19 Tampilan Halaman Materi ............................................................
Gambar 4.20 Tampilan Halaman Profil ..............................................................
Gambar 4.21 Tampilan Halaman Profil ..............................................................
Gambar 4.22 Distribusi Langsung ......................................................................
Gambar 4.23 Distribusi Tidak Langsung ............................................................
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DAFTAR TABEL
Tabel 2.1 Simbol Program Flowchart .................................................................
Tabel 2.2 Simbol Sistem Flowchart ...................................................................
Tabel 3.1 Tools Yang Terdapat Pada Toolbox ....................................................
Tabel 4.1 Hasil Pengujian Black Box Testing .....................................................
Tabel 4.2 Hasil Rekapitulasi Perhitungan Perolehan Nilai Responden ..............
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DAFTAR LAMPIRAN
Lampiran 1 Foto
Lampiran 2 Kuisioner
Lampiran 3 Buku Konsultasi
Lampiran 4 Lembar Revisi
Lampiran 5 Biodata
Lampiran 6 Poster
Lampiran 7 Artikel Ilmiah
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