Nur 'Azizah Khoirunnisa, - (2023) REKAYASA KEBUTUHAN DALAM GIM PEMBELAJARAN “VIRTUAL BIOTOPE” MENGGUNAKAN METODE DESIGN THINKING. S1 thesis, Universitas Pendidikan Indonesia.
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Abstract
Dalam sebuah pengembangan gim, biasanya dimulai dengan membuat game design document (GDD) sebagai landasan serta penggambaran gim yang dibuat. Meskipun begitu nyatanya pengembangan gim masih memerlukan rekayasa kebutuhan. Rekayasa kebutuhan merupakan kegiatan awal dalam software development life cycle (SDLC). Pengembangan gim yang termasuk dalam SDLC, secara logika memiliki kesamaan dalam proses rekayasa kebutuhan. Adapun dalam menentukan kebutuhan nyatanya tidak dapat diidentifikasi dengan pertanyaan saja, namun perlu diteliti lebih dalam karena hanya dengan pertanyaan tidak mudah untuk mendapatkan solusi yang dibutuhkan. Oleh karena itu pada penelitian ini rekayasa kebutuhan dilakukan menggunakan metode design thinking. Tujuan dari penelitian ini yaitu implementasi rekayasa kebutuhan menggunakan metode design thinking serta hasilnya penerapannya menggunakan black box dan evaluasi konsistensi, keutuhan dan ketepatan. Pada rekayasa kebutuhan terdapat tiga tahapan yang akan dilakukan dengan pendekatan design thinking yaitu, requirement elicitation, requirement specification, dan requirement validation and verification dimana ketiga tahapan tersebut akan dilakukan dengan 5 tahapan design thinking yaitu emphathize, define, ideate, prototype, dan test. Adapun hasil dari test dengan menggunakan black box testing berjalan sesuai ekspektasi dengan beberapa catatan. Berdasarkan hasil evaluasi validator pun mendapatkan hasil yang baik dengan 100% untuk konsistensi, serta 94,2% untuk keutuhan serta ketepatan. ----- Game development usually started with making game design document (GDD) as reference and descriptions of the game created. Meanwhile, in game development is still need for requirement engineering. Requirement engineering itself is the first step in software development life cycle (SDLC). Game development as included in SDLC, logically has the same way in the requirement engineering process. The problem is, while determining the requirement is not easily found by only asking questions, it is needs to be explored deeply because only asking questions cannot find the solution . Therefore, in this study the requirement engineering is examined by using design thinking methods. The objective of this study is the implementation of requirement engineering using design thinking methods and the result of its implementation using black box testing and evaluation based on consistency, completeness and correctness. In requirement engineering there are three processes which are requirement elicitation, requirement specification and requirement validation and verification which will be using 5 steps of design thinking which is emphathize, define, ideate, prototype, and test. The result of black box testing is mostly run as expected but there are still notes. And the result of evaluation with validators also got a good result with 100% of consistency, and 94,2% of completeness and correctness.
Item Type: | Thesis (S1) |
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Additional Information: | Link Google Scholar : https://scholar.google.com/citations?hl=en&authuser=2&user=Sbv5X9sAAAAJ ID SINTA Dosen Pembimbing Asyifa Imanda Septiana : 6681802 Hendriyana : 6658557 |
Uncontrolled Keywords: | Rekayasa kebutuhan, Design Thinking, Pengembangan Gim, Pengujian black box, the three c’s of requirement |
Subjects: | Q Science > QA Mathematics > QA76 Computer software T Technology > T Technology (General) |
Divisions: | UPI Kampus cibiru > S1 Rekayasa Perangkaat Lunak |
Depositing User: | Nur 'Azizah Khoirunnisa |
Date Deposited: | 21 Aug 2023 03:08 |
Last Modified: | 21 Aug 2023 03:08 |
URI: | http://repository.upi.edu/id/eprint/97077 |
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