The Making of TEBU (Tebak Budaya) Game in Preserving Indonesian Cultural Characteristics

Technology has developed very quickly along with human’s need to facility that helps them finish their work. Regarding the situation, combining technology advancement with history and culture brings in advantages like easing and accelerating information access and broadening knowledge concerning Indonesian history and culture through computer flowchart. In this study, the authors emphasize Indonesian cultural characteristics in terms of traditional housing, dances, and songs. This study aims to create a learning medium for all people, so they know Indonesian history and culture better.


Introduction
The game is part of human behaviour, and part of society as well. Culture is a dynamic whole that involves knowledge, belief, art, morality, law, tradition, as well as all other human ability and habits as members of society [1]. Computer game is a popular entertaining medium played by children, teenagers, and adults. The people play games to build moment to moment encounters. If they resolve a tough game obstacle, seek relief from daily problems, thereby indicating that players often play games to relieve themselves from the stress of the day [2]. Games can promote different forms of learning through various disciplines. It has been shown that even games primarily developed for entertainment have educational value [3].
As the game industry is growing rapidly, the game industry in Indonesia is also going to international industry. Indonesia is now considered to have a rising potential market for video games according to international game developers such as Korea and Japan [4]. The games are varied, and it is classified based on the types of the games. One of the favorite educational games that children, teenagers, and adults like is a guessing quiz game, namely "Tebak Nama Budaya". In this game, the users (as an individual or a team) need to answer what picture is in the game.
Tebak Budaya game can also be used in education to measure the development of knowledge and competence. Due to the reason, the authors initiated to develop a fun game to play and an informative game that increase the players' knowledge about Indonesian culture. The title of the paper is "The Making of TEBU (Tebak Budaya) Game in Preserving Indonesian Culture's Characteristics". Not only is the game entertaining, it also introduces cultures through questions given by the objects in the game.

Objectives
With the background, the authors aim to: 1. Introduce cultures through visual objects in the game 2. Inform the users about the culture through fun way with no intention to lecturing 3. Encourage users to get to know Indonesian culture and history better 4. Give information and enrich knowledge about Indonesian cultures 5. Provide an entertaining game for spare time 6. Fulfill the requirement to pass the subject of Artificial Intelligence

Literature Review
Soenyoto [5] said that animation is a discipline that combines arts and technology. As a discipline, animation is associated with rules, laws, and proposition that underlies the science, that is animation principles. Moreover, the technology that is used to support science is the tool to record an artwork. Furthermore, Munir [6] explained that "animation is a combination of text, graphics, and audio in one activity". It can be concluded that animation is a discipline that combines the elements of arts and technology and that can combine media of text, graphics, and audio in one activity.
Arbianingsih et al [7] provides a detailed picture of what users want in computer game to establish such game as a tool in health education. They explained a significant step in gaining the attention of the children so that the educational game can accomplish the learning objectives. The study used descriptive qualitative approach and purposive sampling as a sampling method.

e. Testing
The testing process is conducted after making and running the application. In this process, the application is checked, whether errors occurred. The testing process includes testing some functions that are missing or corrupted, checking the design interface or other performances. f. Distributing In this stage the game application that has been finished is compiled in the format of .exe, then installed to the computer. It cannot be the last stage if there is still some improvement to the game application. This stage is also used to evaluate the development of the game application in the future.

System Need Analysis
System need analysis is used to help the system analyst in deciding everything needed in the system making. The system need is divided into functional need and non-functional needs.

Functional Needs
Functional needs include the processes done by the system. Functional needs also involve informations needed and resulted by the system. The following are the functional needs of the game: 1. The system needs to display the main menu 2. Function button in the main menu (Rumah adat, nama tarian, judul lagu, cara bermain, tentang, keluar, ok, and kembali) a. Rumah Adat functions to start the game about traditional housing b. Nama Tarian functions to start the game about traditional dances c. Judul Lagu functions to start the game bout traditional songs d. Cara bermain functions to show the procedure of using the application e. Tentang functions to show the identity of the application maker f. Keluar functions to close the application g. OK functions to process and execute the script h. Kembali functions to close the active page 3. The system needs to be able to identify correct and incorrect answer 4. The system needs to be able to show points 5. The system needs to be able to close the page if the answer is incorrect. 6. The system needs to be able to open the page ordered.

Non-Functional Needs
Non-functional need analysis included the properties needed to support the making of the game. This game needs a series of tools to support the making and the testing of the game such as:

Flowchart
Flowchart is a chart showing the flow of programming or other systemic procedure based on the logics. This chart explains the procedures in the system. The system flowchart shows what is processed by the system [5].

Flowchart of Traditional Housing Quiz
It starts with the user that clicks the button of Rumah Adat, then a dialogue pane showing that the the quiz is going to start pops up. Buttons OK and cancel also shows in the pane. When the user clicks OK, Rumah Adat Level 1 shows up and when the user clicks Cancel, the system cancels the operation and stays in Main Menu. The quiz flowchart is shown in Figure 1.

Flowchart of Traditional Housing, Dances, and Songs Quiz Level 1
The user enters the main menu of Rumah Adat Level 1. The user chooses the best answer out of three pictures in the page. The system will then check whether the answer is correct or not. If all answer is correct, a dialogue window will show up and the user will go to Rumah Adat Level 2. If one (or more) of the answers is incorrect or the user does not answer the questions, the dialogue pane will show the points and the answers of the user. The flowchart of Rumah Adat page can be seen in Figure 2.

Flowchart of Rumah Adat, Nama Tarian, and Judul Lagu Quiz Level 2
The user enters the main menu of Rumah Adat Level 2. The user chooses the best answer out of three pictures in shown the page. The system will then check whether the answer is correct or not. If all answer is correct, a dialogue window will show up and the user will go to Rumah Adat Level 3. If one (or more) of the answers is incorrect or the user does not answer the questions, the dialogue pane will show the points and the answers of the user. The flowchart of Rumah Adat page can be seen in Figure 3.

Flowchart of Rumah Adat, Nama Tarian, and Judul Lagu Level
The user enters the main menu of Rumah Adat Level 3. The user chooses the best answer out of three pictures in shown the page. The system will then check whether the answer is correct or not. If all answer is correct, a dialogue window will show up and the user will go to success page. If one (or more) of the answers is incorrect or the user does not answer the questions, the dialogue pane will show the points and the answers of the user. The flowchart of Rumah Adat page can be seen in Figure 4.

Implementation 5.3.1 Home Display
When the game is played, the system will show the main page with some buttons, which are Rumah Adat, Nama Tarian, Judul Lagu, Cara Bermain, Tentang, dan Keluar. The pictures reflect the content of the game. The main home appearance can be seen in Figure 5.

Display of Rumah Adat, Nama Tarian and Judul Lagu
The user is asked to choose the action, either to continue the game by clicking OK or to cancel the game by clicking Cancel. The dialogue display of Rumah Adat can be seen in Figure 6.

Dialogue Display of Point 0
When the user chooses the wrong answer, the dialogue box will pop up to show the points. The dialogue display of the points can be seen in Figure 8.

Dialogue Display of Points 10
When the user chooses the wrong answer, the dialogue box will pop up to show the points. The dialogue display of the points 10 can be seen in Figure 9.

Dialogue Display of Points 20
When the user chooses the wrong answer, the dialogue box will pop up to show the points. The dialogue display of the points 20 can be seen in Figure 10.

Dialogue Display of Points 30
When the user chooses the right answer, the dialogue box will show the points. The dialogue display of the points 30 can be seen in Figure 11.

Dialogue Display of Points 30
When the user chooses the right answer, the dialogue box will show the points. The dialogue display of the points 30 can be seen in Figure 13.

Dialogue Display of Points 40
When the user chooses the wrong answer, the dialogue box will show the points. The dialogue display of the points 40 can be seen in Figure 14.

Dialogue Display of Points 50
When the user chooses the wrong answer, the dialogue box will show the points. The dialogue display of the points 50 can be seen in Figure 15.

Dialogue Display of Points 60
When the user chooses the right answers, the dialogue box will show the points. The dialogue display of the points 60 can be seen in Figure 16.

Display of Rumah Adat, Nama Tarian, and Judul Lagu Level 3
The user chooses three correct answers in the provided checkbox, then clik OK to run the game. There are also Cara Bermain button to show the procedure of the game, and Kembali to return to the main menu dan cancel the process. The display of Rumah Adat, Nama Tarian, and Judul Lagu Level 3 can be seen in Figure 17.

Dialogue Display of Points 60
When the user chooses the wrong answers, the dialogue box will show the points. The dialogue display of the points 60 can be seen in Figure 18.

Dialogue Display of Points 70
When the user chooses the wrong answers, the dialogue box will show the points. The dialogue display of the points 70 can be seen in Figure 19.

Dialogue Display of Points 80
When the user chooses the wrong answers, the dialogue box will show the points. The dialogue display of the points 80 can be seen in Figure 20.

Dialogue Display of Points 90
When the user chooses the wrong answers, the dialogue box will show the points. The dialogue display of the points 90 can be seen in Figure 21.

Algorithm and Programming
Algorithm is a computational procedure that takes some values or a set of values as input, then processed as output. In other words, the order of computational steps that change input to be output [5]. Moreover, Munir [6] defines that algorithm is the order of logical steps to solve problems that are arranged systematically.

Conclusion
Educational game "TEBU (TEBAK BUDAYA) DALAM MELESTARIKAN KEKHASAN BUDAYA INDONESIA" is learning media for Indonesian people. This game is made by combining texts, pictures, names of traditional housing, traditional dances, and songs using Visual Basic. The flowchart of the game is made using interactive, creative, and effective material so Indonesian people are interested to learn and they can enrich the knowledge about Indonesian culture.