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 132 Documents
Correlation Between Ability on Playing Tetris and GPA Christanti, Aprilia Ratna; Tejo P., Yulianto
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

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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 Wulandari, Wati; Harnadi, Bernardinus
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

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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 Pertiwi, Reni Dwi; Widyarto N., Erdhi
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

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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 Purnamasari, Elisa; Sanjaya, Ridwan
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

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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.Keywords-  positive game, speed, concentration, favorable, game model
Strategy to Avoid Negative Perception on Game Putra, Yedija Prima; Prasetya, Hendra
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

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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. That’s 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 Novaryan, Jeremy Albert; Ch., T. Brenda
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

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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 organizations 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
Mobile Game Effectiveness for Game Enthusiasts Who Have Little Spare Time to Play Games Nuryanti, Nuryanti; Prasetya, FX Hendra
SISFORMA Vol 2, No 1 (2015)
Publisher : Soegijapranata Catholic University

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Abstract

The development of technology continues to increase. As well as the development of game that pamper the player. But on the other hand,with the increasing development of technology, gamer’s demand will also be higher as well. As example, technological devices to play games should be more practical, light, and easy to carry anywhere. This paper will discuss about the effectiveness of mobile game for game enthusiasts
Game for Children with Special Needs Suhono, Kwee Andreas Setiawan
SISFORMA Vol 1, No 2 (2014)
Publisher : Soegijapranata Catholic University

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Abstract

In this paper, the writer discussed how to use media game which can cure someone affected with autism. Autism itself is a disorder that affects the brain, so that patients have a difficulty to communicate and relate to others. There are several factors that cause the emergence of diseases such as autism, that is, genetic factors, psychological factors, as well as food poisoning during pregnancy. In this case, the writer interviewed one of the teachers at the center of therapist in order to find out how to cure autism by using media game. The writer expected that by using the media game, people can recover from autism.
Information System of Graduation in Administration and Academic Bureau Soegijapranata Catholic University Widiantoro, Albertus Dwiyoga
SISFORMA Vol 2, No 1 (2015)
Publisher : Soegijapranata Catholic University

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Abstract

The development of online graduation system becomes a necessity because it is expected that the graduation registration system can be conducted and finished fast and the data can be straored safelyThe system helps in the process of administration in terms of inspection files  and financial report   by the authorities more quickly. From the student side of the system is very helpful in checking the online registration process.
Customer and Developer’s Point of Views to Game Cloning Susanto, Ryan
SISFORMA Vol 1, No 2 (2014)
Publisher : Soegijapranata Catholic University

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Abstract

Game Cloning is an action of cloning games. This non-ethical action reaps many controversial matters from game customer and developer in game industry. As a result, this action is considered a wrongdoing. However, but not all cases of game cloning are wrong.  Many recent games have been rooted from game cloning. In case of game cloning, game developers do not commit something illegal or immoral since they revamp and complement the games they imitate

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