View Item 
      •   IPB Repository
      • Dissertations and Theses
      • Undergraduate Theses
      • UT - Faculty of Mathematics and Natural Sciences
      • UT - Computer Science
      • View Item
      •   IPB Repository
      • Dissertations and Theses
      • Undergraduate Theses
      • UT - Faculty of Mathematics and Natural Sciences
      • UT - Computer Science
      • View Item
      JavaScript is disabled for your browser. Some features of this site may not work without it.

      Literasik: Permainan Edukasi Bahasa Indonesia Untuk Mahasiswa Berbasis Android

      Thumbnail
      View/Open
      Cover (691.1Kb)
      Fullteks (1.655Mb)
      Lampiran (2.057Mb)
      Date
      2022
      Author
      Lisrianto, Gerardo Keandre
      Ridha, Ahmad
      Metadata
      Show full item record
      Abstract
      Penulisan perlu memperhatikan tata bahasa dan aturan yang berlaku seperti Ejaan Bahasa Indonesia yang Disempurnakan (EYD V). Kesalahan penulisan masih sering terjadi bahkan oleh mahasiswa di perguruan tinggi. Penelitian ini bertujuan untuk mengembangkan sebuah permainan bernama Literasik sebagai sarana edukasi penggunaan Bahasa Indonesia yang sesuai dengan pedoman penulisan. Implementasi menggunakan bahasa pemrograman C# dan game engine Unity untuk platform Android dengan metode Game Development Life Cycle (GDLC). Pemain dapat melatih pemahaman ketentuan penulisan dengan mencari kesalahan pada penulisan kata, pemakaian huruf kapital, dan penggunaan tanda baca yang sudah dimunculkan pada artikel. Dari pengujian dan survei, ditemukan rata-rata nilai engagement Literasik adalah 80,45 dengan nilai per faktor: aesthetics (80,0), endurability (84,5), felt involvement (84,5), focused attention (71,7), novelty (79,7), dan perceived usability (82,3). Hasil tersebut menunjukkan bahwa engagement Literasik berada pada kategori baik hingga sangat baik.
       
      Writing needs to heed grammar rules and guidelines such as Ejaan Bahasa Indonesia yang Disempurnakan (EYD V). Mistakes in writing still often occur even by college students. This research aims to develop an educational game called Literasik as a means of educating the use of Indonesian language in accordance with the writing guidelines by asking the user to find mistakes in word spelling, capitalization, and punctuation. The implementation uses the C# programming language and the Unity game engine for the Android platform following the Game Development Life Cycle (GDLC) method. Players can train their understanding of writing guidelines by looking for errors that have been generated in the article. From the testing and survey, it was found that the average engagement value of Literasik is 80,45 comprising the following factors: aesthetics (80,0), endurability (84,5), felt involvement (84,5), focused attention (71,7), novelty (79,7), and perceived usability (82,3). Those results shows that Literasik engagement is in the category of good to very good.
       
      URI
      http://repository.ipb.ac.id/handle/123456789/116126
      Collections
      • UT - Computer Science [2482]

      Copyright © 2020 Library of IPB University
      All rights reserved
      Contact Us | Send Feedback
      Indonesia DSpace Group 
      IPB University Scientific Repository
      UIN Syarif Hidayatullah Institutional Repository
      Universitas Jember Digital Repository
        

       

      Browse

      All of IPB RepositoryCollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

      My Account

      Login

      Application

      google store

      Copyright © 2020 Library of IPB University
      All rights reserved
      Contact Us | Send Feedback
      Indonesia DSpace Group 
      IPB University Scientific Repository
      UIN Syarif Hidayatullah Institutional Repository
      Universitas Jember Digital Repository