Ibong Adarna Visual Novel

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Alexia Borson

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Aug 5, 2024, 12:37:59 PM8/5/24
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Stillthat sounds a lot like claiming Twilight is as good as The Brothers Karamazov (just to pick two arbitrary novels here) because they both have text inked on paper, have proper chapters and page numbers, and are available in hardbound, paperback and e-book formats.

Aside from that, their sample must include people who actually played the game Clannad. If their sample group were not familiar with visual novels and have only played their Ibong Adarna visual novel well of course their game would be rated higher than Clannad because of bias.


Technological developments are closely related to improving the quality of education. Currently, games are widely used as learning media. One of these games is visual novel games. This study aimed to determine the characteristics of the visual novel game learning media, the level of student learning outcomes, and student responses. The research method used is Research and Development using a 3-D model. The characteristics of the website-based visual novel game learning media were developed using visual novel maker software to produce media products that match the specifications of the learning media. The results of the validation test were 85.33% of the material expert validation assessment (very feasible), the media expert validation assessment 76% (very feasible), the media and material validation assessment from the biology subject teacher 71.34% (adequate), and the media readability validation assessment from students was 76.9%. The average value of validation obtained from the four validators was 77.39% (very feasible). The level of student learning outcomes after using learning media can be known by doing a pretest and post-test, the results obtained in the form of a normalized gain calculation value (N-Gain) of 0.56 and these results include moderate criteria. Finally, the average value of student responses obtained was 74.24% including the positive category. Based on the data from the analysis of the research, it shows that website-based visual novel game learning media can improve student learning outcomes.


This research discussed about loss and gain in the context of game localization with the limitation on subtitles. The objectives are to present the loss and gain in the visual novel game adaptation subtitles entitled A Child in the Forest and to identify reasons of the loss and gain happen. A Child in the Forest is a kind of game which consists of static and background images also music soundtrack with storylines and dialogues. It was made and translated from English into Indonesian version by English Letters students of IAIN Surakarta. The method used in this research is descriptive qualitative. The method of collecting data, researcher gets English and Indonesian subtitles script from the game packages. After that, the researcher analyses the data which consist of loss and gain and also make interview with translator. The researcher uses informant to make data validation which is expert in translation and in the world of visual novel game. The result of this research, researcher found 63 data about loss and 55 data about gain. The reasons of loss and gain in visual novel game subtitle is mostly because of the translator wants to reach the goal of game localization in order the visual novel can be easy to be played and to be understood.


Penelitian ini membahas tentang loss dan gain dalam konteks game lokalisasi dengan fokus hanya pada subtitle. Tujuan dari penelitian ini adalah untuk menunjukan loss dan gain yang ditemukan serta mengidentifikasi alasan kenapa loss dan gain bisa terjadi di subtitle visual novel game adaptasi berjudul A Child in the Forest. A Child in the Forest adalah sebuah permainan yang terdiri dari gambar statis dan latar belakang juga suara music dengan alur cerita dan dialog. Visual novel ini dibuat dan diterjemahkan dari bahasa Inggris ke bahasa Indonesia oleh siswa jurusan sastra inggris semester 2 IAIN Surakarta. Metode yang digunakan dalam penelitian ini adalah penelitian deskriptif kualitatif. Metode pengumpulan data, peneliti mendapatkan naskah terjemahan bahasa Inggris dan bahasa Indonesia dari data paket permainan. Setelah itu, peneliti menganalisis data yang mengandung loss dan gain dan juga melakukan wawancara dengan penerjemah. Peneliti menggunakan informan untuk melakukan validasi data yang ahli dalam dunia penerjemahan dan ahli dalam game visual novel. Hasil penelitian ini, peneliti menemukan 63 data tentang loss dan 55 data tentang gain. Alasan loss dan gain dalam subtitle game visual novel ini sebagian besar karena penerjemah ingin mencapai tujuan lokalisasi permainan agar visual novelnya mudah dimainkan dan dipahami.


Physics Visual Novel yang nantinya dikenal dengan SI VINO merupakan media pembelajaran fisika yang didesain dengan pendekatan visual novel interaktif, memiliki alur cerita menarik dan berbentuk digital. Penelitian pengembangan SI VINO yang terintegrasi dengan keterampilan berpikir tingkat tinggi (HOTS) bertujuan untuk mendeskripsikan kelayakan media SI VINO sebagai media pembelajaran pada materi kinematika gerak lurus ditinjau dari validitas konten SI VINO dan respon pengguna media. Penelitian pengembangan SI VINO ini menggunakan desain penelitian DDD-E yang terdiri dari empat tahap yaitu Decide, Design, Develop, dan Evaluate. Pada tahap evaluasi dilakukan validasi konten media oleh tiga orang dosen ahli, baik ahli media, dan ahli materi. Aspek konten media yang divalidasi terdiri dari aspek pembelajaran, materi, bahasa, desain media, proses kerja media, tampilan media serta HOTS dengan menggunakan Skala Likert dan dianalisis dengan menggunakan persentase kevalidan Skala Likert yang kemudian ditentukan kriterianya. Pada tahap evaluasi aspek efektifitas penggunaan media menggunakan metode angket respon pengguna media yang dilakukan secara daring kepada 20 siswa SMA. Berdasarkan hasil penelitian dapat diketahui bahwa SI VINO yang dikembangkan memiliki rerata persentase validitas konten dari masing-masing aspek sebesar 87% dengan kriteria sangat valid. Adapun jika dilihat validitas konten masing-masing aspek, maka diperoleh: Aspek pembelajaran dan materi memiliki kriteria sangat valid dengan persentase validitas 89%, aspek bahasa memperoleh persentase validitas 92% dengan kriteria sangat valid, serta aspek media dan proses kerja media sebesar 90% kriteria sangat valid. Selanjutnya aspek tampilan dengan persentase 79% dan aspek berpikir tingkat tinggi 80% kedua aspek tersebut mendapat kategori valid. Adapun efektifitas penggunaan media didapatkan hasil respon sebesar 85,80% dengan kriteria sangat baik. Dari hasil analisis diatas, maka media SI VINO yang telah dikembangkan dapat dinyatakan layak dipergunakan dan dapat dijadikan alternative sumber belajaran dan mendukung pelaksanaan merdeka belajar. Penelitian selanjutnya diharapkan dapat dikembangkan SI VINO dengan menambahkan video yang mampu menunjang pembelajaran serta laboratorium virtual, dari penelitian ini memberikan pemahaman baru terkait penggunaan game sebagai media pembelajaran.


Physics Visual Novel which will be known as SI VINO is a physics learning media designed with an interactive visual novel approach, has an interesting storyline, and is in digital form. Research on the development of SI VINO which is integrated with higher-order thinking skills (HOTS) aims to describe the feasibility of SI VINO media as a learning medium for straight motion kinematics material in terms of the validity of SI VINO content and media user responses. This VINO SI development research uses the DDD-E research design which consists of four stages, namely Decide (setting goals), Design (design), Develop (development), and Evaluate (evaluate). At the evaluation stage, media content validation was carried out by three expert lecturers, both media experts, and material experts. The validated aspects of media content consist of aspects of learning, material, language, media design, media work processes, media display, and higher-order thinking skills (HOTS) using a Likert Scale and analyzed using the percentage of validity of the Likert Scale which is then determined by the criteria. At the evaluation stage of the effectiveness of the use of media using the media user response questionnaire method which was conducted online to 20 high school students. Based on the results of the study, it can be seen that the SI VINO developed has an average percentage of content validity from each aspect of 87% with very valid criteria. As for the validity of the content of each aspect, it is obtained: The learning and material aspects have very valid criteria with a validity percentage of 89%, the language aspect has a validity percentage of 92% with very valid criteria, and media aspects and media work processes are 90% criteria very valid. Furthermore, the display aspect with a percentage of 79% and the higher-order thinking aspect of 80% both aspects received a valid category. As for the effectiveness of the use of media, the response results were 85.80% with very good criteria. From the results of the analysis above, the SI VINO media that has been developed can be declared suitable for use and can be used as an alternative source of learning and support the implementation of independent learning. Further research is expected to be able to develop SI VINO by adding videos that are able to support learning and virtual laboratories, this research provides a new understanding regarding the use of games as learning media.


Based on available literature, there are at least three major groupings of these peoples. The biggest is composed of the Christianized groups, found mainly in the lowlands and coastal areas of the archipelago. Constituting more than 90% of the total population, these include the Ivatan, Ibanag, Ilocano, Kapampangan, Pangasinan, Tagalog, Bikol, Cebuano, Ilonggo, Karay-a, Aklanon, Capiznon, Waray, Cuyunon, and other partly Christianized groups. The second grouping is the Islamized or Muslim-influenced groups, whose settlements are found in the Sulu archipelago and in southwestern Mindanao. Constituting less than 10% of the total population, these include the Maguindanao, Maranao, Tausug, Sama/Samal, Sama Dilaut/Badjao, Jama Mapun, and Yakan. The third grouping is comprised of the so-called cultural communities or indigenous peoples, also called lumad in Mindanao, who inhabit the hilly and mountainous interiors of Luzon, Mindoro, Negros and Panay in the Visayas, and Mindanao. Still possessing cultural traits which characterized the first two groupings before the coming of Islam and Christianity, these peoples include the various Aeta groups scattered in the archipelago; the Tinguian, Ibaloy, Bontok, Ifugao, Kalinga, Isneg, Gaddang, Itawit, Isinay, and other groups of northern Luzon; the Mangyan groups of Mindoro; the Tagbanwa and Palawan of Palawan; the Manobo, Bukidnon, and Bagobo and related groups in Mindanao.

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