Penerapan Peran Karakter dan Poin Pada Rekayasa Perangkat Lunak Berbasis Game RPG (Role Playing Game) Sebagai Media Pembelajaran Interaktif Mahasiswa Informatika
DOI:
https://doi.org/10.21111/fij.v7i1.4715Keywords:
Rekayasa Perangkat Lunak, Peran, Software Development, Poin, Metode PembelajaranAbstract
AbstrakKetergantungan akan perangkat lunak ini membuat kebutuhan akan lulusan Informatika yang menguasai pembuatan dan pengembangan perangkat lunak semakin meningkat. Hal ini bertujuan agar lulusan Informatika UMSIDA tidak hanya siap bersaing di dunia kerja dengan menekuni beberapa profesi yang dibutuhkan di tim pengembang software seperti System Analyst, Programmer dan Designers tetapi juga mampu menjadi wirausaha di bidang Informatika. Selama ini metode pembelajaran di kelas, yang hanya seputar ceramah, pemberian tugas individu maupun kelompok, serta presentasi, cenderung membosankan dan mahasiswa sulit memahami materi, dan yang paling buruknya adalah ketika pemberian tugas kelompok untuk pembuatan sebuah software, cenderung hanya satu mahasiswa yang mengerjakan dan lainnya hanya mengikuti atau mencontoh. Berdasarkan Renstra UMSIDA dengan bidang unggulan Inovasi dan implementasi model, media, dan teknologi pembelajaran, peneliti ingin menerapkan sebuah metode pembelajaran baru melalui sebuah Game. Metode penelitian game ini dimulai dari mencari potensi masalah, dilanjutkan dengan pengumpulan data yaitu survei awal yang dilakukan peneliti melalui sebuah kuisioner online yang dibagikan secara acak kepada 101 koresponden, didapatkan bahwa koroseponden terbanyak yaitu sebesar 96% adalah berumur 17 – 25 tahun dimana 82,2% nya adalah Mahasiswa, sebanyak 96% mengatakan bahwa mereka pernah bermain Game dengan 65,3% nya memiliki durasi bermain 0-2 jam dalam sehari. Setelah pengumpulan data dengan survei tersebut, dilanjutkan dengan mendesain Game, mulai dari pembuatan konsep, karakter, hingga latar belakang setiap level. Dilanjutkan dengan revisi desain, menguji coba Game, merevisi Game, menguji coba penerapan Game, hingga yang terakhir adalah analisa dan laporan akhir. Game ini telah diujikan kepada beberapa mahasiswa Informatika UMSIDA, dari 9 responden yang semuanya merupakan mahasiswa Informatika UMSIDA, sebanyak 55,6% berasal dari mahasiswa semester 8 dan sisanya adalah semester 6. Didapatkan hasil sebanyak 55,6% mahasiswa mengatakan bahwa Game ini sudah sesuai. Game ini terbukti membuat mahasiswa lebih memahami beberapa peran dalam tim software development, yaitu sebanyak 77,8% mengatakan bahwa mereka paham, dan peran yang paling banyak disukai mahasiswa adalah designer dengan prosentase sebanyak 66,7%. Dalam hal penguasaan, ternyata hasil yang didapatkan sebanyak 44% mereka menguasai designer. Berdasarkan pemahaman, minat, dan penguasaan tersebut, jika Game ini diterapkan sebagai salah satu alternative media pembelajaran di kelas, maka dihasilkan 66,7% mahasiswa sangat setuju dengan berbagai alasan salah satunya yaitu karena pembelajaran model ini yakni dengan memanfaatkan media Game itu dirasa sangat membantu mahasiswa memahami setiap pembelajaran yang diberikan oleh dosen dan supaya perkuliahan tidak membosankan..Kata kunci : Rekayasa Perangkat Lunak, Peran, Software Development, Poin, Metode PembelajaranAbstract[Application of the Role of Characters and Points in Software Engineering Based on RPG Games (Role Playing Game) as Interactive Learning Media for Informatics Students] The dependence on this software makes the need of Informatics graduates who master in software creation and development increase. It aims to create UMSIDA's Informatics graduates who are not only ready to compete in the world of work by pursuing several professions needed in the software development team such as System Analysts, Programmers and Designers but also being able to become entrepreneurs in the field of Informatics. So far, the method of learning in class, which only revolves around lectures, giving individual and group assignments, and presentations, tends to be boring and make students find it difficult to understand the material. The worst thing is that when giving group assignments to make a software, it tends to be only one student who does and others simply follow or imitate. Based on the UMSIDA Strategic Plan with the leading fields of innovation and implementation of learning models, media, and technology, researchers want to implement a new learning method through a game. This game research method starts from looking for potential problems and then collecting data. The data is the initial survey conducted by researchers through an online questionnaire that was randomly distributed to 101 correspondents. It was found that the highest number of correspondents was 96% aged 17-25 years which 82.2 % of them are students. 96% of them said that they have played games which 65.3% of them having a playing duration of 0-2 hours a day. After collecting the data with the survey, it was continued with designing the game, starting from the concept creation, characters, and the background for each level. Then, it was followed by revising the design, testing the game, revising the game, testing the application of the game, until the last one is getting the final analysis and report. This game has been tested on several UMSIDA's Informatics students. It contains of 9 respondents who are all UMSIDA Informatics students which 55.6% came from 8th semester students and the rest were 6th semester students. The results obtained were 55.6% of students said that this game was appropriate . This game is proven to make students more understand some of the roles in the software development team. It was about 77.8% of them saying that they understand. The role most students liked was designer with a percentage of 66.7%. In terms of mastery, there are 44% of them master the designer. Based on this understanding, interest, and mastery, if this game is applied as an alternative learning media in the classroom, then the resulting 66.7% of students strongly agree with various reasons. One of them is learning this model utilizing Game media can help students understand every lesson given by the lecturer so that lectures are not boringKeywords: Software Engineering, Roles, Software Development, Points, Learning MethodsReferences
[1] T.Romadhona, F. Tri, “Pengembangan Edugame Sebagai Media Pembelajaran Berbasis Role Play Game (Rpg) Pada Mata Pelajaran Simulasi Digital Kelas X Tav Di Smkn 3 Surabaya”, Jurnal Pendidikan Teknik Elektro, 7(2), 2018.[2] D. Mahardika, & E. Sulistyo, “Pengembangan Education Game Sebagai Media Pembelajaran Berbasis Role Play Game (RPG) Pada Mata Pelajaran Perencanaan Dan Instalasi Sistem Audio Di Smk Negeri 2 Surabaya”, Jurnal Pendidikan Teknik Elektro, 9(1), 2019.[3] R. Pradanita, W, Pengembangan Game Edukasi Bertipe Role Playing Game (RPG) pada Mata Pelajaran Desain Multimedia di SMK Negeri 1 Jombang. IT-EDU, 2(02), 2018.[4] W. Ika, Pemilihan Perilaku NPC Pada Game Pertarungan Jarak Dekat Menggunakan Fuzzy Coordinator, 2012.[5] S.M. Susiki Nugorho, Y.M. Arif, Mochamad Hariadi, M.H. Purnomo, “Perilaku Taktis untuk Non Player Character di Game Peperangan Meniru Strategi Manusia menggunakan Fuzzy Logic dan Hierarchical Finite State Machine”, Jurnal Ilmiah Kursor vol 6. No 1, 2011.[6] Arifin, F, “Manajemen Proyek Perangkat Lunak”, ComTech: Computer, Mathematics and Engineering Applications, 2(1), 284-295, 2011.[7] Denning, P. J, “The field of programmers myth”, Communications of the ACM, 47(7), 15-20, 2004[8] E. Djikstra. et al, “A debate on teaching computing science Commun”, ACM 32, 1397–1414, 12 Dec 1989,.[9] D. P. Dewi, “Identifikasi Faktor-faktor Profesionalisme Manajer Proyek pada Proyek Konstruksi”, Jurnal Ilmiah Teknik Sipil 14(1), 2010.[10] Adhyaksa, F. Puja, and A.B. Santoso, "Pengembangan Game Education Sebagai Media Pembelajaran Berbasis Adventure 3d Game Pada Mata Pelajaran Elektronika Dasar Di Smk Negeri 1 Labang Bangkalan." Jurnal Pendidikan Teknik Elektro 7.3, 2018.
Downloads
Submitted
Accepted
Published
Issue
Section
License
Please find the rights and licenses in the Fountain of Informatics Journal (FIJ). By submitting the article/manuscript of the article, the author(s) agree with this policy. No specific document sign-off is required.
1. License
The non-commercial use of the article will be governed by the Creative Commons Attribution license as currently displayed on Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
2. Author(s)' Warranties
The author warrants that the article is original, written by the stated author(s), has not been published before, contains no unlawful statements, does not infringe the rights of others, is subject to copyright that is vested exclusively in the author, and free of any third party rights, and that any necessary written permissions to quote from other sources have been obtained by the author(s).
3. User/Public Rights
FIJ's spirit is to disseminate articles published are as free as possible. Under the Creative Commons license, FIJ permits users to copy, distribute, display, and perform the work for non-commercial purposes only. Users will also need to attribute authors and FIJ on distributing works in the journal and other media of publications. Unless otherwise stated, the authors are public entities as soon as their articles got published.
4. Rights of Authors
Authors retain all their rights to the published works, such as (but not limited to) the following rights;
- Copyright and other proprietary rights relating to the article, such as patent rights,
- The right to use the substance of the article in own future works, including lectures and books,
- The right to reproduce the article for own purposes,
- The right to self-archive the article (please read out deposit policy),
- The right to enter into separate, additional contractual arrangements for the non-exclusive distribution of the article's published version (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal (Jurnal Optimasi Sistem Industri).
5. Co-Authorship
If the article was jointly prepared by more than one author, any authors submitting the manuscript warrants that he/she has been authorized by all co-authors to be agreed on this copyright and license notice (agreement) on their behalf, and agrees to inform his/her co-authors of the terms of this policy. FIJ will not be held liable for anything that may arise due to the author(s) internal dispute. FIJ will only communicate with the corresponding author.
6. Royalties
Being an open accessed journal and disseminating articles for free under the Creative Commons license term mentioned, author(s) aware that FIJ entitles the author(s) to no royalties or other fees.
7. Miscellaneous
FIJ will publish the article (or have it published) in the journal if the article’s editorial process is successfully completed. FIJ's editors may modify the article to a style of punctuation, spelling, capitalization, referencing, and usage that deems appropriate. The author acknowledges that the article may be published so that it will be publicly accessible and such access will be free of charge for the readers as mentioned in point 3.