Development of an Android-Based Sign Language Education Game Using a Scrum-Game Approach

Authors

  • Imam Fauzy Muldani Rachmat STMIK Insan Pembangunan
  • Gazali Gazali

DOI:

https://doi.org/10.30595/juita.v9i1.8721

Keywords:

SIBI, BISINDO, sign language, SCRUM-GAME, educational games

Abstract

Sign language is used as a communication tool for deaf children. It is also used by non-disabled as a way of communicating with them. However, not all non-disabled understand sign language since knowledge of sign language is required. Based on interviews among non-disabled and deaf people, including relatives and teachers, they experience miscommunication due to the lack of communication skills using sign language and rely only on lip movements. Sign language is applied to a subject in the State Special School of Banjar City, consisting of BISINDO and SIBI with conventional learning. This research to produce game products for learning sign language can help deaf children learn sign language in schools, especially non-disabled who want to learn sign language. The method used for developing games sign language education uses the SCRUM-Game approach, UML models, BlackBox testing, and usability testing. The sprint iteration consists of two sprints that produce educational sign language games: Alphabet SIBI and BISINDO. Educational game testing uses BlackBox testing with the conclusion that all functionality valid. Usability testing of student deaf responders and non-disabled respondents for efficiency, memorability, and errors is categorized as good. Aspect satisfaction and learnability get an excellent score. Overall, the resulting educational games get a good score. Therefore it is proper to be used.

References

[1] D. Gumulya and F. Ho, “Penelitian perancangan sarana bantu belajar bahasa untuk anak tunarungu dengan pendekatan participatory design,” Prod. J. Desain Prod. (Pengetahuan dan Peranc. Produk), vol. 3, no. 6, pp. 197–206, 2019, doi: 10.24821/productum.v3i6.2265.

[2] G. Gumelar, H. Hafiar, and P. Subekti, “Bahasa Isyarat Indonesia Sebagai Budaya Tuli Melalui Pemaknaan Anggota Gerakan Untuk Kesejahteraan Tuna Rungu,” Inf. Kaji. Ilmu Komun., vol. 48, no. 1, pp. 65–78, 2018.

[3] E. Zulpicha, “Konflik Kebijakan Penggunaan Sistem Bahasa Isyarat Indonesia Di Lingkungan Pendidikan Formal,” J. Anal. Sosiol., vol. 6, no. 1, 2017, doi: 10.20961/jas.v6i1.18190.

[4] V. Palera, N. Anriani, and C. A. H. F. Santosa, “Pengaruh Model Blended-Learning Berbantuan Video Interaktif terhadap Kemampuan Pemecahan Masalah Matematis Siswa,” vol. 1, no. 2, pp. 103–116, 2019.

[5] F. Y. Al Irsyadi, D. Puspitassari, and Y. I. Kurniawan, “ABAS (Ayo Belajar Sholat) : Game Edukasi Pembelajaran Sholat Untuk Anak Tuna Rungu Wicara,” J. Manaj. Inform., vol. 9, no. 1, pp. 17–28, 2019, doi: 10.34010/jamika.v9i1.1537.

[6] D. C. Jauharul Khikam Hikmalansya, “Aplikasi Pembelajaran Bahasa Isyarat Berbasis Android,” INFORM, vol. 1, no. 2, pp. 118–124, 2016, doi: http://dx.doi.org/10.25139/inform.v1i2.849.

[7] A. D. Qoyyimah and E. P. Adi, “Aplikasi Permainan Berbasis Android dalam Meningkatkan Kemampuan Kosakata Anak Tunarungu,” J. ORTOPEDAGOGIA, vol. 3, no. 2, pp. 81–86, 2017, doi: 10.17977/um031v3i22017p081.

[8] M. B. Misbah, A. Hakim, H. Tolle, and A. P. Kharisma, “Pengembangan Aplikasi Pelatihan Bahasa Pada Tunarungu Menggunakan Google Speech Berbasis Android,” J. Pengemb. Teknol. Inf. dan Ilmu Komput. Univ. Brawijaya, vol. 3, no. 2, pp. 8813–8822, 2019.

[9] C. E. Prastio and N. Ani, “Aplikasi Self Service Menu Menggunakan Metode Scrum Berbasis Android ( Case Study : Warkobar Café Cikarang ),” J. PETIR, vol. 11, no. 2, pp. 203–220, 2018.

[10] I. Mahendra and deny tresno eby Yanto, “Agile Development Methods Dalam Pengembangan Sistem Informasi Pengajuan Kredit Berbasis Web (Studi Kasus : Bank Bri Unit Kolonel Sugiono),” Jurnalteknologi Dan Open Source, vol. 1, no. proses pengajuan kredit pada Bank BRI Unit Kolonel Sugiono masih dilakukan secara manual., pp. 13, 14, 15, 2018.

[11] R. Popli and N. Chauhan, “Scrum: an Agile Framework,” Int. J. Inf. Technol., vol. 4, no. 1, pp. 147–149, 2011, [Online]. Available: http://csjournals.com/IJITKM/PDF 4-1/30.Rashmi Popli1 & Naresh Chauhan2.pdf.

[12] R. R. Santika, K. Ramadhan, M. Andri, A. Solehuddin, and S. Juanita, “Implementasi Game Edukasi Belajar Bahasa Inggris Dengan Metode Game Development Life Cycle Dan Pendekatan Taksonomi Bloom,” J. Univ. Budi Luhur, no. c, pp. 392–402, 2019.

[13] S. Sauda, N. Oktaviani, and M. Bunyamin, “Implementasi Metode Scrum Dalam Pengembangan Test Engine Try Out Sertifikasi,” JISKA (Jurnal Inform. Sunan Kalijaga), vol. 3, no. 3, pp. 70–78, 2019, doi: 10.14421/JISKA.2019.%X.

[14] I. S. Indriani Widiastuti Nelly, “Membangun Game Edukasi Sejarah WALISONGO Jurnal Ilmiah Komputer dan Informatika ( KOMPUTA ),” J. Ilm. Komput. dan Inform., vol. I, no. 2, pp. 41–48, 2012.

[15] Suendri, “Implementasi Diagram UML (Unified Modelling Language) Pada Perancangan Sistem Informasi Remunerasi Dosen Dengan Database Oracle (Studi Kasus: UIN Sumatera Utara Medan),” J. Ilmu Komput. dan Inform., vol. 3, no. 1, pp. 1–9, 2018, [Online]. Available: http://jurnal.uinsu.ac.id/index.php/algoritma/article/download/3148/1871.

[16] M. Hidayat, T., & Muttaqin, “Pengujian Sistem Informasi Pendaftaran dan Pembayaran Wisuda Online menggunakan Black Box Testing dengan Metode Equivalence Partitioning dan Boundary Value Analysis,” J. Tek. Inform. UNIS JUTIS, vol. 6, no. 1, pp. 2252–5351, 2018, [Online]. Available: www.ccssenet.org/cis.

[17] F. Adnan, B. Prasetyo, and N. Nuriman, “Usability Testing Analysis On The Bana Game as Education Game Design References on Junior High School,” J. Pendidik. IPA Indones., vol. 6, no. 1, pp. 88–94, 2017, doi: 10.15294/jpii.v6i1.9597.

[18] S. F. C. Haviana, “Sistem Informasi Angket Pengukuran Skala Kebutuhan Materi Pembelajaran Tambahan Sebagai Pendukung Pengambilan Keputusan Di Sekolah Menengah Atas Menggunakan Skala Likert,” Transistor Elektro dan Inform., vol. 1, no. 2, pp. 1–12, 2016, doi: 10.22146/gamajop.47966.

[19] T. N. Sari, “Analisis Kualitas Dan Pengembangan Sistem Informasi Akademik Berbasis Web Menggunakan Standard Iso 9126,” JIKO (Jurnal Inform. dan Komputer), vol. 1, no. 1, pp. 1–7, 2016, doi: 10.26798/jiko.2016.v1i1.15.

[20] R. M. P. Siregar and E. Sudarmilah, “Rancang Bangun Virtual Reality Educational Game Penanggulangan Sampah berbasis Android untuk Anak Usia Sekolah Dasar,” JUITA J. Inform., vol. 7, no. 1, p. 49, 2019, doi: 10.30595/juita.v7i1.4315.

[21] M. K. Anam and H. Ulayya, “Implementasi dan Analisa SARDrive Sebagai Media Penyimpanan Cloud,” JUITA J. Inform., vol. 8, no. 1, p. 83, 2020, doi: 10.30595/juita.v8i1.5748.

Downloads

Published

2021-05-22

How to Cite

Rachmat, I. F. M., & Gazali, G. (2021). Development of an Android-Based Sign Language Education Game Using a Scrum-Game Approach. JUITA: Jurnal Informatika, 9(1), 57–67. https://doi.org/10.30595/juita.v9i1.8721

Issue

Section

Articles