scholarly journals Pengembangan Game Cerita Rakyat Bali I Bintang Lara Berbasis Android

Author(s):  
Anak Agung Istri Pradnya Utham . ◽  
I Ketut Resika Arthana, S.T.,M.Kom. . ◽  
I Gede Partha Sindu, S.Pd., M.Pd. .

Indonesia merupakan sebuah negara majemuk yang terdiri dari berbagai ras, suku bangsa, dan agama sehingga memiliki banyak kekayaan budaya. Cerita rakyat merupakan salah satu bentuk kebudayaan non-material. Cerita rakyat diwariskan dengan bercerita namun dengan berkembangnya kehidupan modern kebiasaan ini semakin berkurang dan nyaris menghilang. Salah satu cerita rakyat yang keberadaan semakin terlupakan adalah cerita rakyat Bali I Bintang Lara. Untuk melestarikan cerita rakyat diperlukan inovasi dalam penyampaian cerita rakyat ini. Game mobile merupakan salah satu jenis game yang paling digemari seiring dengan berkembangnya penggunaan smartphone. Game cerita rakyat dapat menjadi sarana untuk melestarikan cerita rakyat. Tujuan penelitian ini yaitu, untuk membuat rancangan dan mengimplementasikan Game Cerita Rakyat Bali I Bintang Lara Berbasis Android serta mengetahui respon pengguna terhdap Game Cerita Rakyat Bali I Bintang Lara Berbasis Android. Penelitian ini menggunakan metode Software Development Life Cycle. Model yang digunakan adalah ADDIE. Subjek dari penelitian ini dalah masyarakat umum dengan menggunakan angket. Data yang terkumpul dianalisis secara deskriptif. Hasil penelitian ini adalah aplikasi yang diimplementasikan dengan bahasa pemrograman C# dengan editor Unity. Game telah berhasil dibuat sesuai dengan cerita aslinya dengan koefisiean validitas sebesar 1,0 dihitung dengan rumus Gregory. Game dibagi menjadi 7 stage berdasarkan cerita I Bintang Lara. Seluruh fungsi telah berjalan dengan baik sesuai hasil uji oleh ahli media dengan koefisien validitas media adalah 0,93 yang berarti sudah layak diperkenalkan kepada masyarakat. Hasil uji respon pengguna menunjukkan hasil pada rentangan sangat baik. Kata Kunci : Game, ADDIE, Cerita I Bintang Lara, Unity, Android Indonesia is a country which consist of various race, ethnic group, and religion resulting many kinds of cultural heritage. Folktale is a form of non-material cultural heritage. Folktale was inherited by the means of storytelling but with development of the modern lifestyle this habit has less and almost gone. One of the nearly forgotten folktale was a Balinese folktale I Bintang Lara. To preserve the folktale, innovation was needed in means of delivery. Mobile game was one of the most popular game by this era following the popularity of smartphone usage. A folktale-based game could become the means to preserve a folktale. The aim of this research is to design and implement Android Based Game of Balinese Folktale I Bintang Lara and to know the user response to Android Based Game of Balinese Folktale I Bintang Lara. This research used Software Development Life Cycle method. The model used was ADDIE. Subject of the research was the common people. The data that had retrieved was analyzed descriptively. Results of the research was application implemented using C# programming language with Unity Editor. Game has succesfully developed according to the original storyline proved by the value of validity koefisien 1,0. Game was divided to 7 stages based on the folktale I Bintang Lara. All of system function had functioned properly according to Media Expert test results with validity value resulted 0,93 that mean the application suitable to introduce to public. Result of user response showed at very good range. keyword : Game, ADDIE, I Bintang Lara Story, Unity, Android

Author(s):  
Putu Windu Tenaya . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S . ◽  
I Made Agus Wirawan, S.Kom., M.Cs. .

Perkembangan globalisasi saat ini mengakibatkan pengikisan terhadap budaya lokal, dan diperlukan upaya dalam pelestarian budaya lokal. Salah satu upaya yang dilakukan yaitu mengembangkan game cerita rakyat. Cerita rakyat yang diadaptasi ke dalam penelitian ini yaitu cerita Mayadanawa, yang berasal dari Bali. Metode penelitian yang digunakan yaitu Software Development Life Cycle dengan model waterfall. Model waterfall yaitu alur hidup perangkat lunak secara terurut dimuali dari analisis, desain pengkodean, pengujian, dan tahapan pendukung. Subjek penelitian adalah masyarakat umum dengan menggunakan angket dan selanjutnya dianalisis secara deskriptif. Hasil penelitian ini adalah game yang diimplementasikan menggunakan program Unity dan bahasa pemograman C#. Seluruh fitur yang terdapat pada Game Cerita Rakyat Bali Mayadanawa Berbasis Android sudah berjalan dengan baik. Respon pengguna terhadap Game Cerita Rakyat Bali Mayadanawa Berbasis Android masuk dalam rentangan sangat baik.Kata Kunci : Mobile Game, Waterfall, Cerita Mayadanawa, Unity, Android. The current development of globalization has resulted in the erosion of local cultures, and effort was required in the preservation of local cultures. One of the efforts was to develop the folklore game. Folklore adapted into this research wass the Mayadanawa, story from Bali. The research method used Software Development Life Cycle with waterfall model. The waterfall model was software lifecycle sequentially in the form of analysis, encoding design, testing, and supporting stages. The subjects of the study were the general population using questionnaires and then analyzed descriptively. The results of this study were game that are implemented using Unity program and C# programming language. All the features contained in the Android Based Game Of Balinese Folktale Mayadanawa is running well. User response to the Android Based Game Of Balinese Folktale Mayadanawa went in a very good range.keyword : Mobile Game, Waterfall, Mayadanawa Story, Unity, Android.


Author(s):  
I Wayan Dedy Budiarta . ◽  
I Ketut Resika Arthana, S.T.,M.Kom. . ◽  
I Gede Mahendra Darmawiguna, S.Kom., M.S .

Untuk meningkatkan pengetahuan masyarakat tentang cerita rakyat Bali khususnya cerita Rare Angon, diperlukan adanya inovasi dalam cara penyajian cerita rakyat Bali agar menarik minat masyarakat. Salah satunya dengan bantuan media yang inovatif dan menyenangkan seperti game. Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Game Cerita Rakyat Bali Rare Angon Berbasis Android. (2) untuk mengetahui respon pengguna terhadap Game Cerita Rakyat Bali Rare Angon Berbasis Android. Metode penelitian yang digunakan adalah Software Development Life Cycle. Game Cerita Rakyat Bali Rare Angon Berbasis Android ini dikembangkan menggunakan model RAD. Subyek penelitian adalah masyarakat umum dengan menggunakan angket. Data yang dikumpulkan dianalisis secara deskriptif. Hasil penelitian ini adalah aplikasi yang diimplementasikan menggunakan bahasa pemrograman C# dengan editor Unity. Game yang dihasilkan sudah sesuai dengan alur cerita aslinya. Seluruh fitur yang terdapat pada Game Cerita Rakyat Bali Rare Angon Berbasis Android ini sudah berjalan dengan baik. Hasil uji ahli media memperoleh persentase sebesar 84% yang berarti usability aplikasi dalam rentangan baik. Hasil uji ahli isi mendapat hasil 100% yang berarti cerita dalam game sudah akurat dan sesuai dengan cerita aslinya.Respon pengguna terhadap Game Cerita Rakyat Bali Rare Angon Berbasis Android masuk dalam rentangan sangat baik.Kata Kunci : Game, Cerita Rakyat Bali, Rare Angon, Android To Improve public knowledge about Balinese folklore especially Rare Angon story, an innovation was needed in how to present Balinese folklore to attract the public interest. One of them is innovative and fun media such as games. This Research aimed to: (1) to design and to implement Android Based Game of Balinese Folktale Rare Angon. (2) To know the users response to Android Based Game of Balinese Folktale Rare Angon. The method used in this research was Software Development Life Cycle. Android Based Game of Balinese Folktale Rare Angon was developed using RAD Model. Subjects in this research were the public. The data that collected in this research was the data of public response to application development of Android Based Game of Balinese Folktale Rare Angon using a questionnaire. The data that has been collected were analyzed descriptively. The results of this research are the application that implemented using C# programming language with Unity Editor. This game is made perfectly fit to the origin story. All of features contained in Android Based Game of Balinese Folktale Rare Angon are functioning properly. Media Expert test results obtained a percentage of 84% which means usability of the application in a good range. Content Expert test results get 100% which means the story in the game is accurate and in accordance with the original story. User responses to Android Based Game of Balinese Folktale Rare Angon belong in a very good range.keyword : Game, Balinese Foktale, Rare Angon, Android


Author(s):  
Andriy Lishchytovych ◽  
Volodymyr Pavlenko

The present article describes setup, configuration and usage of the key performance indicators (KPIs) of members of project teams involved into the software development life cycle. Key performance indicators are described for the full software development life cycle and imply the deep integration with both task tracking systems and project code management systems, as well as a software product quality testing system. To illustrate, we used the extremely popular products - Atlassian Jira (tracking development tasks and bugs tracking system) and git (code management system). The calculation of key performance indicators is given for a team of three developers, two testing engineers responsible for product quality, one designer, one system administrator, one product manager (responsible for setting business requirements) and one project manager. For the key members of the team, it is suggested to use one integral key performance indicator per the role / team member, which reflects the quality of the fulfillment of the corresponding role of the tasks. The model of performance indicators is inverse positive - the initial value of each of the indicators is zero and increases in the case of certain deviations from the standard performance of official duties inherent in a particular role. The calculation of the proposed key performance indicators can be fully automated (in particular, using Atlassian Jira and Atlassian Bitbucket (git) or any other systems, like Redmine, GitLab or TestLink), which eliminates the human factor and, after the automation, does not require any additional effort to calculate. Using such a tool as the key performance indicators allows project managers to completely eliminate bias, reduce the emotional component and provide objective data for the project manager. The described key performance indicators can be used to reduce the time required to resolve conflicts in the team, increase productivity and improve the quality of the software product.


Author(s):  
Sampada G.C ◽  
Tende Ivo Sake ◽  
Amrita

Background: With the advancement in the field of software development, software poses threats and risks to customers’ data and privacy. Most of these threats are persistent because security is mostly considered as a feature or a non-functional requirement, not taken into account during the software development life cycle (SDLC). Introduction: In order to evaluate the security performance of a software system, it is necessary to integrate the security metrics during the SDLC. The appropriate security metrics adopted for each phase of SDLC aids in defining the security goals and objectives of the software as well as quantify the security in the software. Methods: This paper presents systematic review and catalog of security metrics that can be adopted during the distinguishable phases of SDLC, security metrics for vulnerability and risk assessment reported in the literature for secure development of software. The practices of these metrics enable software security experts to improve the security characteristics of the software being developed. The critical analysis of security metrics of each phase and their comparison are also discussed. Results: Security metrics obtained during the development processes help to improve the confidentiality, integrity, and availability of software. Hence, it is imperative to consider security during the development of the software, which can be done with the use of software security metrics. Conclusion: This paper reviews the various security metrics that are meditated in the copious phases during the progression of the SDLC in order to provide researchers and practitioners with substantial knowledge for adaptation and further security assessment.


2016 ◽  
Vol 685 ◽  
pp. 881-885
Author(s):  
Alexey Ponomarev ◽  
Hitesh S. Nalamwar

Software traceability is an important part in software development that is getting more and more attention nowadays from organizations and researchers. The paper outlines the importance, different methods and techniques of software traceability. It also explains the need of automating traceability, problems and drawbacks of existing traceability tools, the ongoing challenges facing implementation of traceability in software development life cycle, and finally the paper discusses whether software traceability should be mandated as a key to improve software evolution


2021 ◽  
Vol 28 (1) ◽  
Author(s):  
M.A. Adeagbo ◽  
J.E.T. Akinsola ◽  
A.A. Awoseyi ◽  
F. Kasali

Selection of a suitable Software Development Life Cycle (SDLC) model for project implementation is somewhat confusing as there are a lot of SDLC models with similar strengths and weaknesses. Also, the solutions proffered among the researchers so far have been the  qualitative comparative analysis of SDLC models. Hence, this paper proposes a comparative analysis of SDLC models using quantitative approach in relation to strengths and weaknesses of SDLC models. The study adapted comparative analysis and Software Development Life Cycle (SDLC) models features’ classification using ten characteristics such as project complexity, project size, project duration, project with risk, implementation/initial cost, error discovery, associated cost, risk analysis, maintenance and cost estimation. A quantitative measure that employs online survey using experts in software design and engineering, project management and system analysis was carried out for the evaluation of SDLC models. Purposeful Stratified Random Sampling (SRS) technique was used to gather the data for analysis using XLSTAT after pre-processing, taking into consideration both benefit and cost criteria. The overall performance evaluation showed that Spiral-Model is the best followed by V-Model and lastly Waterfall Model with comparative values of 38.63%, 35.76% and 25.61% respectively. As regards cost estimation, Waterfall Model is the most efficient with value of 41%, then V-Model with 31% and lastly Spiral Model with 28%. V-Model has great error recovery capability with value of 45% which is closely followed by Spiral Model with 37% and lastly Waterfall Model with 18%. The study revealed that, a model with efficient risk assurance does not guarantee efficient cost management. In the future work, more characteristics regarding SDLC models shall be considered.


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