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 4, No 1 (2017): May 2017" : 6 Documents clear
Game Utilization as a Media to Train the Balance of Left and Right Brain Evan Wijaya
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (154.763 KB) | DOI: 10.24167/sisforma.v4i1.1042

Abstract

Human have two brain hemispheres, left hemisphere and right hemisphere. Left hemisphere is used for processing language, words, numbers, equations, etc. Right hemisphere is used for processing creativity, imagination, music, color, etc. Every human should have balance between left and right hemisphere. One method that could be used for balancing brain hemispheres is to use left and right hands for using tools, writing, or typing. “Typing Rhythm” is a game for PC platform, the purpose of this game is for brain balancing exercise by typing lyric of a song while the song is played.
Game As Major Introducing Media To OPT For College Inggrit Swastini Dewi; Ridwan Sanjaya; Hendra Prasetya
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.625 KB) | DOI: 10.24167/sisforma.v4i1.1043

Abstract

Today's development requires people to have higher education and expertise in a particular field. Because of that, many universities or colleges are beginning to open new majors to suit the increasingly growing and diverse interests. However, the increasing number of majors could make it difficult for many high school students in determining the university or colleges and department they should take. A lack of understanding of their own personal interests and talents, as well as information about said universities or colleges and majors also add to the difficulty of choosing.Therefore, an interesting and simple media to help students to know their potential, provide information about the majors according to their interests, and help them determine the right path is needed.The concept of this major introducing game is based on sources such as interviews with interviewees and questionnaires. In the game, players can find out their interests, talents and appropriate majors, as well as courses and professions related to those majors. Aptitude test in this game is based on Holland’s Theory.
CLICHE: Education Games for Climate Change Countermeasures Fajar As'ari; Viena Patrisiane
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (318.924 KB) | DOI: 10.24167/sisforma.v4i1.1046

Abstract

Game as media education to introduced, delivering and teaching about knowledge by presenting the information that contains education materials through digital game. Many education field has been adapted into game as media educations, like history, arithmetic, etc. Social and environmental issues also can be adapted into a game to overcome the issues.Climate change, an issues that being world concern. Not only the impacts that being concern, the causes of climate change as important as the impacts. Minimizing behavior that can worsen climate change it also means minimizing climate change effect. One of education games has been created to educate people about climate change, inform about climate change itself and the way to minimizing the effects.In this paper will discuss about education games: CLICHE. Game which explain concisely the cause and some action to minimizing climate change cause through digital game play that will has impact to lessening the climate change effects.
The Introduction of Classic Batik Motif to the Community Through Game Elisa Purnamasari; Erdhi Widyarto; Albertus Dwiyoga Widiantoro
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (156.542 KB) | DOI: 10.24167/sisforma.v4i1.1039

Abstract

Batik is a wealth of Indonesian nation that became a cultural heritage and has been registered in the Representative of the Masterpiece of the Oral and Intangible Heritage of Humanity by UNESCO in 2009 [1]. The appearance of a variety of batik would be a pleasure for batik lovers so often used as clothing, furniture, or other equipment in everyday life.But the lack of knowledge of meaning and philosophy in batik itself so that batik is often being used indiscriminately without knowing the intentions contained in the batik itself and being a mistake in its use [2], especially classic batik is a batik that is still thick with tradition and custom philosophy in it [3].This report contains about the introduction of classic batik motifs and philosophies that are packaged in interactive educational games. This game is made by entering the element of trivia quiz as an evaluation material and equipped with batik information that can be read repeatedly outside the gameplay so as to enrich and give better understanding of the information in the game.From the results of a survey of 50 respondents from the age range between 13 - 30 years old located in Central Java and outside Central Java, shows that this educational game about batik can make respondents become richer with knowledge about the meaning and philosophy of classical batik. In addition, respondents also want to preserve batik as a nation's wealth. 
Wana Warrior Game as Animal Rescue Campaign Media Adit Rama Putra; Erdhi Widyarto; Albertus Dwiyoga Widiantoro
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (386.283 KB) | DOI: 10.24167/sisforma.v4i1.1040

Abstract

Indonesia is a nation which rich of biodiversity. Various vegetation and good supporting climate make Indonesia a comfortable homeland for some specieses. Deforestation and illegal hunting threatened some speciecess. Seeing that situation, there are many ways to avoid that , one of them is using game as the media.Wana Warrior is a game used as education media of animal saving. The concept of this game is using game as the medium for conveying the information through design and gameplay which attract the players and they can learn without they realize from the provided information. Using Agenda Setting theory, provided informations are selected important issues. So players are focused only on provided issues. The result of the research shows “Wana Warrior” game can educate people about animal biodiversity,  especially, in Indonesia.
Virtual Reality Game Education to Learn Traffic Regulation Andru Deva Lukito; Ridwan Sanjaya; Hendra Prasetya
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (100.828 KB) | DOI: 10.24167/sisforma.v4i1.1037

Abstract

Abstract – Traffic accident has become number 3 of children death cause in the world according to WHO[1]. Traffic accident that involve children often caused by their own by breaking the law or regulation. Therefor education about traffic regulation and law including traffic sign and its meaning must be given to children early. Because education means process to change a person or a group attitude and behavior in order to make them mature through teaching and training [2]. One of them that can be used is digital media.  One of interactive digital media is digital game, various form of digital game start from 2D, 2.5D, 3D with many point of view and new technology. VR (Virtual Reality) as new digital media where alternate reality exist to test various theory without any real consequences, according to Greenbaum “Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves”[3]. Greenbaum statement before were make VR suitable to test traffic law and regulation and educate kid to obey the traffic sign and regulation without real consequences from real world. This Journal contain the result of using virtual reality as traffic regulation education media. Education material that arranged consisting traffic sign that appear on the road and safety riding gear. Keywords – Virtual Reality, Traffic sign, Road traffic, children, education

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