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 3, No 2 (2016): November 2016" : 6 Documents clear
Motion Detection Implementation on a Game Using Raspberry Pi Gunawan Putra Gozali
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (410.141 KB) | DOI: 10.24167/sisforma.v3i2.856

Abstract

Along with the development of advanced gaming technology, we can play the game with so many tools or platforms such as console games, PC games, mobile games and handheld games. The disadvantage of those games is the difficulty to connect additional sensors to the PC computer. Large power requirements will also be a constraint. Besides, the size of the PC could be a weakness that makes it difficult to carry and play anytime. Raspberry is a small computer that can be added with motion detection sensors. By using the raspberry, the researchers managed to create a game "Crows Adventure" that uses motion detection sensor as the controller. Some of the sensors used in the game is UDS Sensor ( Ultrasonic Sensor disctance ) and touch sensors are applied to smarthphone to control the game. This allows the use of sensors in making more varied games by using raspberry devices.
Children Safety: Education Game for Childs Sex Education Fajar As'ari; Hendra Prasetya; Ridwan Sanjaya
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1627.056 KB) | DOI: 10.24167/sisforma.v3i2.844

Abstract

Some people still cannot talk freely about sex education. On the other hand, some of them have an assumption about teaching sex education will leads to free sex behavior. Sometimes parent afraid to talk about sex education with their children, even some parent think sex education is not important thing for children.However, in fact children need to know about sex education for their own good. To children, sex education is to explain differences in male and female and to know well about themselves. Create media to deliver sex education is the way to teach children about sex education. Among many media, game is one option to deliver this education.This research will discuss about game for childs sex media education. Use game as sex media education because game has capability to deliver message. Through game concept, picture, and animation, game deliver childs sex education to children. With the objective to prevent child from sexual abuse. However, when children play the game they need companion to make clear that children understand the meaning of game message through game story.
The World of "Gigi" Game Desy Nur Fitriana; Brenda Chandrawati
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (733.966 KB) | DOI: 10.24167/sisforma.v3i2.857

Abstract

The continuously increasing oral and dental problems in Indonesia as well as the lack of cultivation of education provided is a problem that occurs. Planting early in children is an appropriate solution as a step to maintaining healthy teeth and mouth. Kids can further explore the game by playing while learning so that education as outlined in the game will be quickly absorbed by the child. Through the game The World Of Gigi became one medium of learning for children who are not at school or dentist about maintaining healthy teeth and mouth. The positive impact after playing the game The World Of Gigito 40 respondents obtained sebayak 97.5% or 39 respondents stated that after playing the game The World Of Gigi can know or understand about education around the teeth and mouth. And the whole of the respondents agreed that the game becomes interesting learning methods.
Education Game of Javanese Language for 2nd Grade of Elementary Schools Irse Surya Bagaskara
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (336.756 KB) | DOI: 10.24167/sisforma.v3i2.611

Abstract

Local language is the language that is often used to communicate in daily life, but in the case studies in the field are very different. Some kids are more frequently using Indonesian language to communicate with each other. And it makes kids dont understand about Java language lessons at school. Because of that we hope this game "Si Nau" can be the alternate of learning media, so that kids can be more understand about java language lessons at school.In this research contains the result about how to formulate an interesting game about java language. formulate a game that include gameplay, delivery method so that kids can understand about Java language, the impact of game "Si Nau" against children. The survey result of this research, the most of children become interested in Java language lessons at school or in the neighborhood they lives, the children are also able to understand the java language lessons at school. and some parents also makes this game "Si Nau" as the alternate of learning media at home
"LET'S CLEAN UP" a Game for Childrens Hygiene Learning Nurvianto Nugraha Putra; Hendra Prasetya; Dwiyoga Widiantoro
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (705.455 KB) | DOI: 10.24167/sisforma.v3i2.855

Abstract

Health is an absolute need for all human beings. When healthy, the human body can perform all activities smoothly. So we should always keep good hygiene themselves and the environment in which we live. Education about hygiene should be taught from an early age. So that children can understand the importance of maintaining hygiene for health. In addition to media learning through formal education, alternative media can be used as a medium of learning for children. Then designed game "Let's Clean Up" the theme of hygiene to children by using the application Construct 2. The objective of this study was to design a medium of learning about hygiene through games
THE PETS:Game Introduction of Pets in Two Languages Wahyu Febriyanto; Brenda Chandrawati; Erdhi Widyarto
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.736 KB) | DOI: 10.24167/sisforma.v3i2.604

Abstract

Introducing environment is important for children. Included in this environment is the life of living beings such as humans, animals, and plants. The role of parents is needed in introducing the living creatures. One of the living creatures that endeared children are animals, especially the pets. Therefore made educational game The Pets. With the game "The Pets" is expected to help parents to teach the children in learning about pets based on place of living and food. In this paper describes how to design and create introducing pet game based on the type of food and its habitat in two different languages . "The Pets" has the Android platform with a minimum API Level 14 is created using the game engine Construct 2. Using two dimensional model and image with interesting coloring for children, and using the application CorelDraw X4. From results of the survey, "The Pets" can provide new knowledge and can assist children in learning about pets based on place of living and food. Children who previously could not mention animals vocabulary in English, after playing "The Pets" can name them into English.

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