PENGEMBANGAN GAME ACTION-ADVENTURE BERDASARKAN CERITA RAKYAT SULTAN SURIANSYAH BERMUATAN KEARIFAN LOKAL BANJARMASIN BERBASIS PERANGKAT BERGERAK

Aulia Akhrian Syahidi, A. Riyadi, Siti Zakiah, Maya Astuti
{"title":"PENGEMBANGAN GAME ACTION-ADVENTURE BERDASARKAN CERITA RAKYAT SULTAN SURIANSYAH BERMUATAN KEARIFAN LOKAL BANJARMASIN BERBASIS PERANGKAT BERGERAK","authors":"Aulia Akhrian Syahidi, A. Riyadi, Siti Zakiah, Maya Astuti","doi":"10.35334/jbit.v1i1.2122","DOIUrl":null,"url":null,"abstract":"Sultan Suriansyah was the King of Bandarmasih (the First King of Banjar) who ruled from 1520-1540 and was the first king to embrace Islam. Tourism-related to the tomb of Sultan Suriansyah is very popular among the people of Banjar. However, the folklore that tells about Sultan Suriansyah is not as popular as his tomb, many young people today don't know it, even across Indonesia it is also not well known for this folklore from South Kalimantan. The purpose of this research is to design and build a folklore game with an action-adventure genre that adapts the story of Sultan Suriansyah to preserve Banjarmasin folklore and as a means to understand grammar in the Banjar language. The research method used is the Game Development Life Cycle with stages in the form of Pre-Production, Production, Testing, and Post-Production. The results show that the game design has been produced in the form of a storyboard and then developed using Godot Engine software with the output of the (.apk) extension application that can be installed on mobile devices. Then the Playtesting and Gameflow testing was also carried out which involved 50 respondents as players with an age range of 13-15 years, the results showed that the games built and tested had met the elements and criteria with an overall average value of 4.84 and no bugs were found in the game. Tests related to player knowledge and justification for using games as a media to preserve folklore and a means to understand the Banjarese language have also been carried out with very good results.","PeriodicalId":436910,"journal":{"name":"Jurnal Borneo Informatika dan Teknik Komputer","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Jurnal Borneo Informatika dan Teknik Komputer","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.35334/jbit.v1i1.2122","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Sultan Suriansyah was the King of Bandarmasih (the First King of Banjar) who ruled from 1520-1540 and was the first king to embrace Islam. Tourism-related to the tomb of Sultan Suriansyah is very popular among the people of Banjar. However, the folklore that tells about Sultan Suriansyah is not as popular as his tomb, many young people today don't know it, even across Indonesia it is also not well known for this folklore from South Kalimantan. The purpose of this research is to design and build a folklore game with an action-adventure genre that adapts the story of Sultan Suriansyah to preserve Banjarmasin folklore and as a means to understand grammar in the Banjar language. The research method used is the Game Development Life Cycle with stages in the form of Pre-Production, Production, Testing, and Post-Production. The results show that the game design has been produced in the form of a storyboard and then developed using Godot Engine software with the output of the (.apk) extension application that can be installed on mobile devices. Then the Playtesting and Gameflow testing was also carried out which involved 50 respondents as players with an age range of 13-15 years, the results showed that the games built and tested had met the elements and criteria with an overall average value of 4.84 and no bugs were found in the game. Tests related to player knowledge and justification for using games as a media to preserve folklore and a means to understand the Banjarese language have also been carried out with very good results.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
游戏活动冒险开发是基于苏丹苏立安斯的民间故事,充满了当地班雅尔马辛基于移动设备的智慧
苏丹Suriansyah是班达尔马西的国王(班杰尔的第一任国王),他于1520年至1540年统治,是第一位信奉伊斯兰教的国王。与苏丹苏里安赛亚墓相关的旅游业在班贾尔人民中非常受欢迎。然而,关于苏丹苏里安赛亚的民间传说并没有他的坟墓那么受欢迎,今天许多年轻人都不知道它,即使在印度尼西亚,南加里曼丹的民间传说也不为人所知。本研究的目的是设计和制作一款带有动作冒险类型的民间传说游戏,该游戏改编了Sultan Suriansyah的故事,以保存Banjarmasin民间传说,并作为理解Banjar语言语法的一种手段。我们使用的研究方法是游戏开发生命周期,包括前期制作、生产、测试和后期制作。结果表明,游戏设计以故事板的形式制作,然后使用Godot Engine软件开发,输出(.apk)扩展应用程序,可以安装在移动设备上。然后我们对50名年龄在13-15岁的受访者进行了游戏测试和游戏流测试,结果显示我们所创造和测试的游戏达到了所有元素和标准,整体平均值为4.84,并且没有发现任何漏洞。还进行了与玩家知识有关的测试,以及将游戏作为保存民间传说的媒介和理解班加雷语的手段的理由,并取得了非常好的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Klasifikasi Kematangan Musa Paradisiaca L Berbasis Warna Kulit Menggunakan Metode Decision Tree Rancang Bangun Kontrol Arah pada Seaglider Menggunakan Metode PID Rancang Bangun Sistem Monitoring Dissolved Oxygen dan Power of Hydrogen pada Air Tambak Budidaya Udang Vaname Berbasis Internet of Things Implementasi Framework PXP dan UCD pada Sistem Informasi Manajemen Penerimaan Peserta Didik Baru SMAN 1 Bengalon Implementasi SDLC Waterfall dalam Pembuatan Game Edukasi Heroes of Harmony “HOH” Menggunakan RPG Maker Mv
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1