cover
Contact Name
Ridwan Sanjaya
Contact Email
ridwan@unika.ac.id
Phone
+62818298462
Journal Mail Official
sisforma@unika.ac.id
Editorial Address
Jl. Pawiyatan Luhur IV/1, Bendan Dhuwur, Semarang
Location
Kota semarang,
Jawa tengah
INDONESIA
Sisforma: Journal of Information Systems
ISSN : 23558253     EISSN : 24427888     DOI : 10.24167
SISFORMA journal published by the Information Systems Studies Program Faculty of Computer Science Soegiapranata Semarang. to accommodate the scientific writings of the ideas or studies related to information systems. Scope journal Sisforma: Topics that will be published in the journal SISFORMA include (but not only in the limit in these topics only): Education and Curriculum, Game Theory and Game Technology, General topic in Information System, E-business, ERP, CMS, Artificial Intelligence and Enterprise System Information, Network and Computer Security, and Information Technology
Articles 6 Documents
Search results for , issue "Vol 1, No 1 (2014): May 2014" : 6 Documents clear
Correlation Between Ability on Playing Tetris and GPA Aprilia Ratna Christanti; Yulianto Tejo P.
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (289.378 KB) | DOI: 10.24167/sisforma.v1i1.87

Abstract

The goal of this study is to determine the correlation between ability on playing Tetris and GPA of Soegijapranata Catholic University, Department of Information System students against the dexterity in playing Tetris. The research has been done using experiment method on ten Information System students who have various grade points. They played Tetris, 30 minutes each, for three consecutive days. The results showed that: First, eight out of the ten students improved their agility. It can be seen from the increasing scores and levels; Second, the coefficient correlation between student grade point and dexterity in playing Tetris is by 62%.Keywords Ability, grade point average, Tetris
Pacman Game Benefit Analysis on Decision Making Speed Wati Wulandari; Bernardinus Harnadi
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (382.288 KB) | DOI: 10.24167/sisforma.v1i1.88

Abstract

Pacman game is able to train the child concentration and decision making speed. This Research use respondent children ages 6 up to11 years as a player who will take the data. Every respondent must play Pacman game and then they can answer 10 questions. Resulting data are analyzed with a statistical method; it is product moment" in correlation technique. The result turns out 8 of the 10 children get correlation values above 0.632. From the results of these research demonstrate that children who play the Pacman has the ability to quick in decision making and to have high concentrations. Because playing the game using the right brain or our imagination so that when applied in real life we are trained to improve concentration and have a strategy in solving the problem.Keyword: decision making, respondent children, statistical method, product moment
Measuring the Games Influence on Improving English Proficiency Reni Dwi Pertiwi; Erdhi Widyarto N.
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.852 KB) | DOI: 10.24167/sisforma.v1i1.89

Abstract

English is now used as an international language, so that every person in order to communicate at the international level are required this language. To improving english proficiency, people used native speaker, course, story book, film game and etc. Games or better known as PC gaming is another alternative in improving the English proficiency. Beside this is fun, player required to read and listen the story game to finish the game. So that player can improve English proficiency while the player play game. In this paper, author present what game are fun and not boring also can improving English proficiency. The measuring improving English proficiency is observed from reading,writing, listening and grammarKeyword: English, Game, improving ,Proficiency
Modeling the Smartphone Game to Improve Players Focus Case Study of Game Dumb Ways to Die Elisa Purnamasari; Ridwan Sanjaya
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (749.234 KB) | DOI: 10.24167/sisforma.v1i1.85

Abstract

Commonly, playing a game is judged as an activity which spend a lot of time, money, and energy. Players usually spend their money to buy vouchers to play and also buy characters, weapons and equipments which provided in the game. Players who addicted to game mostly spend their time and energy to satisfy their desire to solve the challenge on a game.However, not all of games give the negative impacts. There are a lot of advantages which can be obtained by games, such as to train our memory, precision, speed, and even ability to get money from games. A game called Dumb Ways to Die that can be found on smartphone is an example of game to increase speed and concentration of people who play it.There are a need to find some characteristics of a game which has positive effects for the players. Those characteristics can be formulated as the example of a good game. This paper will analyze the opinion and produce the conclusion from a survey of playing "Dumb Ways to Die to generate a positive game model.
Strategy to Avoid Negative Perception on Game Yedija Prima Putra; Hendra Prasetya
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.896 KB) | DOI: 10.24167/sisforma.v1i1.90

Abstract

In the beginning, games are made to provide entertainment. But, with the interesting entertainment, some game developers use that just for their own benefit. Moreover, many of them including elements of violence and pornography on their games. That is just only to make more profit for them. Thats why some parents are anxious and have a bad view of games. But, not all of the games have elements of violence and pornography. Some of developers make game which is including educational value. "Crazy Machines 2" is one of many games which has educational value. This is one of the ways to Avoid Negative Perception on Game. Key Word : game, creativity, strategy, avoid negative perception
IMPACT ANALYSIS OF THE CAPABILITY ON STRATEGY VIA OTHELLO GAME Jeremy Albert Novaryan; T. Brenda Ch.
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (255.656 KB) | DOI: 10.24167/sisforma.v1i1.86

Abstract

Othello is a game that is already antiquated, but the game is still played by many people. Othello game is played by 2 people. If you want to win over the opponent, you must have a good strategy so that all the pieces on the board into the color of the chip.Each player would continue to seek a new strategy to make the pieces multiply. Under these conditions, will result in job terstimulasinya brain to strategize. This of course has an impact on the development of creativity in the organization's strategy.This study was conducted to prove that the game Othello is able to train its player in developing strategies. The results showed that in the Othello game, players are able to train level strategy if he plays continuously. Automatically, playing the game of Othello can stimulate the brain so as to improve the ability to strategize.Keyword Strategic,thinking, critical thinking, tactic

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