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dc.contributor.advisorRidha, Ahmad
dc.contributor.authorLisrianto, Gerardo Keandre
dc.date.accessioned2023-01-18T13:20:24Z
dc.date.available2023-01-18T13:20:24Z
dc.date.issued2022
dc.identifier.urihttp://repository.ipb.ac.id/handle/123456789/116126
dc.description.abstractPenulisan 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.id
dc.description.abstractWriting 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.id
dc.language.isoidid
dc.publisherIPB Universityid
dc.titleLiterasik: Permainan Edukasi Bahasa Indonesia Untuk Mahasiswa Berbasis Androidid
dc.title.alternativeLiterasik: Android-based Indonesian Language Educational Game for College Studentsid
dc.typeUndergraduate Thesisid
dc.subject.keywordAndroidid
dc.subject.keywordeducational gameid
dc.subject.keywordEYD Vid
dc.subject.keywordgame development life cycleid
dc.subject.keywordIndonesian language errorid


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