Animasi Interaktif Ragam Kebudayaan Jawa Tengah Berbasis Android

  • Adjat Sudradjat Universitas Bina Sarana Informatika
  • Ismi Amalia Hoerunisa Universitas Nusa Mandiri
  • Rahdian Kusuma Atmaja Universitas Bina Sarana Informatika
  • Rino Ramadan Universitas Bina Sarana Informatika

Abstract

Indonesia has a variety of cultures. One of them is the typical culture of Central Java found on the island of Java. The culture of Central Java itself is very rich and diverse. But along with the times, many people today, especially the citizens of Central Java themselves, are less familiar with their culture. This study aims to create interactive animation as an interesting alternative media based on Android to introduce the cultural diversity of Central Java. The application is created using Adobe Animate CC and Adobe Photoshop. The author uses a descriptive method to describe the object of research, whose data is processed and made into a generally accepted formulation. As for software development, the author uses the waterfall method which has several stages, namely software requirements analysis, design, code generation, testing, and support. The result of the research is an Android-based interactive animation game that can increase people's understanding of the variety of cultures found in Central Java.
 Keywords: Interactive Animation, Central Java Culture, Android Apps

Author Biographies

Adjat Sudradjat, Universitas Bina Sarana Informatika
Sistem Informasi; Universitas Bina Sarana Informatika
Ismi Amalia Hoerunisa, Universitas Nusa Mandiri
Sistem Informasi; Universitas Nusa Mandiri
Rahdian Kusuma Atmaja, Universitas Bina Sarana Informatika
Sistem Informasi; Universitas Bina Sarana Informatika
Rino Ramadan, Universitas Bina Sarana Informatika
Sistem Informasi; Universitas Bina Sarana Informatika

References

[1] A. Soeroso and Y. S. Susilo, “Strategi Konservasi Kebudayaan Lokal Yogyakarta,” J. Manaj. Teor. dan Terap., vol. 1, no. 2, pp. 144–161, 2008, [Online]. Available: https://www.e-journal.unair.ac.id/JMTT/article/view/2363/1717.
[2] I. T. M. Daeng, N. . Mewengkang, and E. R. Kalesaran, “Penggunaan Smartphone Dalam Menunjang Aktivitas Perkuliahan Oleh Mahasiswa Fispol Unsrat Manado,” Acta Diurna Komun., vol. 6, no. 1, pp. 1–15, 2017, [Online]. Available: https://ejournal.unsrat.ac.id/index.php/actadiurnakomunikasi/article/view/15482/15023.
[3] D. Firmansyah, M. Martini, and H. Murtina, “Game Edukasi Pengenalan Nama Buah Dalam Bahasa Inggris Menggunakan RPG Maker MV,” Inf. Manag. Educ. Prof., vol. 5, no. 1, pp. 25–34, 2020, doi: https://doi.org/10.51211/imbi.v5i1.1416.
[4] S. A. Haris and F. N. Khasanah, “Pengujian Aplikasi Pengenalan Dasar Islam dan Surat Pendek pada Anak Berbasis Game Edukasi,” Inf. Syst. Educ. Prof., vol. 2, no. 2, pp. 167–176, 2018, [Online]. Available: https://ejournal-binainsani.ac.id/index.php/ISBI/article/view/932/797.
[5] M. Ikhbal and H. A. Musril, “Perancangan Media Pembelajaran Fisika Berbasis Android,” Inf. Manag. Educ. Prof., vol. 5, no. 1, pp. 15–24, 2020, doi: https://doi.org/10.51211/imbi.v5i1.1411.
[6] D. Wijaya and R. W. Arifin, “Animasi Interaktif Pembelajaran Pengenalan Tata Surya Berbasis Android Pada Kelas VI SDN Harapan Baru II Bekasi,” Inf. Manag. Educ. Prof., vol. 3, no. 2, pp. 203–210, 2019, [Online]. Available: http://ejournal-binainsani.ac.id/index.php/IMBI/article/view/1141/996.
[7] S. Samsudin, M. D. Irawan, and A. H. Harahap, “Mobile App Education Gangguan Pencernaan Manusia Berbasis Multimedia Menggunakan Adobe Animate CC,” J. Teknol. Inf., vol. 3, no. 2, pp. 141–148, 2019, doi: 10.36294/jurti.v3i2.1009.
[8] G. V. Yusera and E. B. Sembiring, “E-Promosi Sekolah Dalam Bentuk Motion Graphic ( Studi Kasus : Sekolah Mondial Batam ),” J. Digit. Educ. Commun. Arts, vol. 4, no. 1, pp. 37–50, 2021, [Online]. Available: https://jurnal.polibatam.ac.id/index.php/DECA/article/view/2850/1412.
Napitupulu, R. H. M. (2020). The Relationship Between Education, Training, and Civil Servant Lecturers Competency. Journal of Business Management Review, 1(2), 121–132. https://doi.org/https://doi.org/10.47153/jbmr12.202020.
[9] R. T. Yunandar and A. Sudradjat, “Perancangan Sistem Pendukung Keputusan Seleksi Jabatan Pada PT. INI Jakarta,” Sink. J. dan Penelit. Tek. Inform., vol. 2, no. 2, pp. 125–136, 2018, [Online]. Available: https://jurnal.polgan.ac.id/index.php/sinkron/article/view/122.
[10] T. Hartati, U. Hayati, F. M. Basysyar, A. R. Rinaldi, K. Cirebon, and A. Studio, “Pengembangan Layanan Informasi Akademik Menggunakan Metode Aglie,” J. Tek. Inform. Unika St. Thomas, vol. 06, no. 02, pp. 234–239, 2021, doi: https://doi.org/10.54367/jtiust.v6i2.1477.
[11] W. Nugraha, M. Syarif, and W. S. Dharmawan, “Penerapan Metode SDLC Waterfall Dalam Sistem Informasi Inventori Barang Berbasis Desktop,” JUSIM (Jurnal Sist. Inf. Musirawas), vol. 3, no. 1, pp. 22–28, 2018, doi: 10.32767/jusim.v3i1.246.
[12] I. Rusdi, I. F. Widy, and N. Peratiwi, “Rancang Bangun Sistem Informasi Manajemen Skripsi Berbasis Web Menggunakan Model Waterfall,” J. Ris. Inform., vol. 2, no. 1, pp. 1–8, 2019, [Online]. Available: http://ejournal.kresnamediapublisher.com/index.php/jri/article/view/109/31.
Published
2021-12-31
How to Cite
SUDRADJAT, Adjat et al. Animasi Interaktif Ragam Kebudayaan Jawa Tengah Berbasis Android. INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management, [S.l.], v. 6, n. 1, p. 11-20, dec. 2021. ISSN 2548-3331. Available at: <https://ejournal-binainsani.ac.id/index.php/IMBI/article/view/1634>. Date accessed: 05 july 2022. doi: https://doi.org/10.51211/imbi.v6i1.1634.