Andriana, Ilhan Adias (2026) IMPLEMENTASI ARSITEKTUR AUDIO ADAPTIF BERBASIS SOFTWARE FMOD PADA GAME EDUKASI ‘ENDEMIC RUSH - RIDE AND CAPTURE!'. Diploma thesis, Politeknik Negeri Media Kreatif.
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Abstract
The low level of awareness regarding the conservation of national endemic fauna and taxonomic bias within the community underscore the urgent need for interactive educational game. This research aims to model species rarity data into the Redefined Mechanics, Dynamics, and Aesthetics (RMDA) components of the game ‘Endemic Rush’, and to implement an adaptive audio architecture based on FMOD Studio middleware to provide immediate feedback. Software development utilised an Event-driven programming approach via the static AudioEvents class to decouple the physical Unity code from the audio runtime. System evaluation was conducted through alpha testing based on Black box testing to eliminate critical defects, followed by playtesting using a mixed-methods approach. Quantitative analysis of a group comprising lay users and game industry practitioners (N=28) revealed an overall feasibility index of 81.10%. The primary user group (5th grade students at SDN Cimahpar 4, N=26) gave a cumulative rating of 93.89%, driven by the responsiveness of the functional controls and the accuracy of 3D audio spatialisation. The combined real-world data yielded a total suitability percentage of 86.45%, exceeding the standard suitability threshold (≥ 80%). The animal taming mechanics used to present educational content proved effective as an educational tool for countering respondents’ taxonomic biases and the respondents’ lack of knowledge about endemic fauna. The game was deemed highly suitable as an educational game for the conservation of local biodiversity.
Rendahnya literasi konservasi fauna endemik nasional dan bias taksonomi di masyarakat mendorong urgensi pembuatan game edukasi interaktif. Penelitian ini bertujuan memodelkan data kelangkaan satwa ke dalam komponen Redefined Mechanics, Dynamics, and Aesthetics (RMDA) pada game Endemic Rush, serta menerapkan arsitektur audio adaptif berbasis middleware FMOD Studio untuk memberikan immediate feedback. Pengembangan perangkat lunak menggunakan pendekatan Event-driven programming melalui kelas static AudioEvents guna memisahkan dependensi kode (decoupling) Unity dan runtime audio. Evaluasi sistem dilakukan melalui alpha testing berbasis Black box testing untuk mengeliminasi defek kritis, dilanjutkan uji coba playtesting metode campuran (mixed-methods). Hasil analisis kuantitatif kelompok pengguna awam dan praktisi industri game (N=28) menunjukkan indeks kelayakan 81,10%. Kelompok pengguna utama (siswa kelas 5 SDN Cimahpar 4, N=26) memberikan penilaian akumulatif 93,89% yang didorong oleh responsivitas kendali fungsional dan akurasi spasialisasi audio 3D. Data riil gabungan menghasilkan persentase kelayakan total sebesar 86,45%, melampaui ambang batas standar kelayakan (≥ 80%). Mekanika menjinakkan hewan untuk menunjukkan konten edukasi terbukti efektif sebagai instrumen pendidikan memutus bias taksonomi dan kurangnya pengetahuan responden terhadap fauna endemik. Game ini dinyatakan sangat layak sebagai game edukasi pelestarian biodiversitas lokal.
| Item Type: | Thesis (Diploma) |
|---|---|
| Additional Information: | 1. Yuyun Khairunisa, M.Kom, Dosen Pembimbing 1. 2. Misbakul Munir, M.Pd.I., Dosen Pembimbing 2. |
| Uncontrolled Keywords: | Adaptive Audio, Endemic Fauna Conservation, FMOD Studio, MDA Framework, Technical Sound Design, Audio Adaptif, Kerangka Kerja MDA, Konservasi Fauna Endemik. |
| Subjects: | 000 - Komputer, Informasi dan Referensi Umum > 000 Ilmu komputer, ilmu pengetahuan dan sistem-sistem > 005 Pemrograman komputer, program dan data 600 – Teknologi (Ilmu Terapan) > 600 Teknologi (ilmu terapan) > 600 Teknologi |
| Divisions: | Jurusan Desain > Program Studi Teknologi Permainan |
| Depositing User: | ILHAN ADIAS ANDRIANA |
| Date Deposited: | 03 Aug 2026 01:27 |
| Last Modified: | 03 Aug 2026 01:27 |
| URI: | https://repository.polimedia.ac.id/id/eprint/4239 |
