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
Improve Attendance Car Service Use Application Joseph Kevin Wijaya
SISFORMA Vol 1, No 2 (2014): November 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (203.852 KB) | DOI: 10.24167/sisforma.v1i2.401

Abstract

This application makes people can use it easily to obtain satisfactory service and best. Therefore we have ideas to add the latest features that have never been in the service of other service applications. The higher the technological growth, we believe we've created an application that will evolve in the future of
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.
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
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 Difference Between Using Proxy Server and VPN David Dwiputra Kurniadi
SISFORMA Vol 2, No 1 (2015): May 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (149.893 KB) | DOI: 10.24167/sisforma.v2i1.406

Abstract

In this era of globalization, it is important to get the lastest information or update. In this time people must know what internet is as almost every person ing computer or gadget, using internet to search for some information or something new.For example, looking for software, game through internet. But sometimes, there are some websites that cannot be opened as they have Internet Positive notificatio. To solve that problem, hacker found the solution by creating Proxy Server or VPN. In this time internet is very modern and very easy to access and there are a lot of Proxy Server and VPN that can be easly used.
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.
GPS-Based AR Games Development Potential Gregorius Alvin Raditya Santoso
SISFORMA Vol 1, No 2 (2014): November 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (180.92 KB) | DOI: 10.24167/sisforma.v1i2.397

Abstract

The application of new technologies in a game is not a new thing. One example is the application of Augmented Reality (AR) technology in game. Many people do not know the application of AR technology in game, although the application of this technology is able to produce a game with unique gameplay. In addition, since AR game is GPS-based, it offers new gaming experience, that is, playing outdoors in which the real world becomes the game arena. This advantage gives the AR technology a huge potential to be developed into a game
Game Concept for Seual Child Abuse Anticipation Fajar As'ari; Ridwan Sanjaya; Hendra Prasetya
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (282.838 KB) | DOI: 10.24167/sisforma.v3i1.610

Abstract

Sexual child abuse are direct or indirect action from people who is older than children are. People whose close and known by children 90% of them are being sexual child abuse offenders. Sexual child abuse preventive measure delivered through sexual education by media such as pictures, comic, and video. Create this media as a tool to guide parents to teach their children to keep them safe from child sexual abuse.Parents could choose video that provide animation with stories detailing and watching together with their child, or accompany children and tells story through comic and spending time together. Alternatively, by playing education game, children play it and parent accompany them, explain the story in the game, and enjoy the animation on the game.This research will discuss about drafting a game as a media to prevent sexual child abuse. Formulate appropriates story for children and information that will be presented in the game. Reviewing literature and media that already exist about sexual child abuse and the way to prevent it are materials gathering process. Discussion also has done with psychologist and childrens sex education expert to confirm literature review results, also to formulate games for children.
Design of Educational Games of The introduction of Nutritious Food For Kids Sri Desi Mulyaningsih; Brenda Chandrawati; Hendra Prasetya
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (187.516 KB) | DOI: 10.24167/sisforma.v2i2.617

Abstract

Keeping the food supply is done continuously since we were a child. But in fact, children’s awareness of having balanced – nutrition of dietary habit is still limited.Then the idea to develop educational game to introduce nutritious food to children came. The results of the study generates that 29 out of 30 respondents had never played an educational game with the material related to nutritious food. And all the respondents said that they wereall interested in the idea of developing educational game to introduce nutritious food to children
Rare Animal Education Usingaugmented Reality Hening Artdias; Ridwan Sanjaya; Alb. Dwi Yoga Widiantoro
SISFORMA Vol 4, No 2 (2017): November 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (285.628 KB) | DOI: 10.24167/sisforma.v4i2.1033

Abstract

Indonesia has a lot of the diversity on flora and fauna that can be assets and icon on this area. Unfortunately flora flora and fauna that exist in Indonesia is less reasing. The animals endangered in Indonesia are Javan Rhino , Sumatran Rhino, Sumatran Tiger, Sumatran Orangutan, Sumatran Elephant, Borneo Elephant, Bornean Orangutan and Turtle.They are extinction because destruction of forest habitats, a conflict between humans and animals, trade, hunting, the arrests beyond capacity. [1]. Is that the issue of the extinction of the animals is dominated by human behavior and nature of the wrath of them. For that, education game “Rare Animal” become formulations to raise awareness of endangered species.

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