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
DATING SIMULATOR IN INDONESIA Dominikus Reynard Darmawan
SISFORMA Vol 2, No 1 (2015): May 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (73.606 KB) | DOI: 10.24167/sisforma.v2i1.402

Abstract

Japanese culture has been entering Indonesia, especially anime, fashion, and dating sim. How big the effect of the existence of dating sim in Indonesia?
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.
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
"Smart Puzzle" Game Helping Children Learn to Read Septyana Hardianti Yunanto; T. Brenda Chandrawati
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (299.743 KB) | DOI: 10.24167/sisforma.v3i1.677

Abstract

The game is one of the media for learning. One of the games that can be used as media of instruction is "Smart Puzzle" games. "Smart Puzzle" games are educational games are used as tools to teach reading to kindergarten with a game concept devised letters tailored to a different picture in each parts. This game is distinguished into three categories, namely category animals which consists of 10 stage and 2 mini games, a profession category consists of 10 stage and 2 mini games and family categories that consists of 6 stage and 1 mini games. "Smart Puzzle" game has 4 components of games as a medium of instruction. 4 the game components, including drafting letters, complete the picture, match the job with their workplace and learning family tree. With the 4 components of this being the excess of the game "Smart Puzzle" compared to other reading games.
Platform Comparison Between Games Console, Mobile Games And PC Games Geraldus Galehantomo P.S
SISFORMA Vol 2, No 1 (2015): May 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (103.374 KB) | DOI: 10.24167/sisforma.v2i1.407

Abstract

In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacksAll platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.
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.
Comparison of Three Browser Performances Stefanus Lintang Timur Aji Pamungkas
SISFORMA Vol 1, No 2 (2014): November 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (175.406 KB) | DOI: 10.24167/sisforma.v1i2.398

Abstract

In this era of globalization and modernity, it is important to obtain information, and the role of Internet in providing information is indispensable. The existence of the World Wide Web technology makes it easy for people to surf various websites. The elements on the website are the code javascript, css, and HTML5
Game Design to Introduce Pets Wahyu Febriyanto; Brenda Chandrawati; Erdhi Widyarto
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (254.026 KB) | DOI: 10.24167/sisforma.v3i1.624

Abstract

Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface) is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image
Gatotkaca's Birth Story As A First Step To Introduce Children With Puppets Leocadia Desy Pranatalisa; Ridwan Sanjaya; Alb. Dwiyoga Widiantoro
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (84.24 KB) | DOI: 10.24167/sisforma.v2i2.842

Abstract

Puppet is most prominent one of the arts in Indonesia. In the puppet also has good values delivered. In an educational pursuit puppet story are characters that are also included in the 18-character value that has been determined by the curriculum in 2013 as efforts to establish the desired character of the nation and the State.Although the puppet contains good values that can be emulated, unfortunately generation of young people today just do not know the puppet. This is influenced by the development of technology that can not only be used to help complete the work, but also as a means of entertainment. This makes the younger generation today is more interested in the development of the technology to get to know about puppet.To introduce the puppets against children, can be done by introducing one puppet stories. The story introduced should also start from scratch a puppet story. It is expected with the introduction of one of the stories of the many stories puppet, can make children interested in puppets and imitating good attitude conveyed in the story. Stories that can be used for the initial introduction of the puppet is a story about the birth of Gatotkaca. This is because many know about the characters Gatotkaca therefore begins with the initial story of his birth. From the story of the birth Gatotkaca there are also many good things delivered and there are also other figures like clown is widely known. It is expected to also be able to facilitate the children to get to know the story because there are already several characters they know.
Game Design Jomblo Keren As a Startup Marketing Product Celvin Laviano; Ridwan Sanjaya; Hendra Prasetya
SISFORMA Vol 4, No 2 (2017): November 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v4i2.1028

Abstract

The number of competitors makes the competition in the game industrymore difficult if not able to read opportunities well. Because it takes theability to be able to take advantage of opportunities with the best. Bill Gates once quoted a word from Don Corleone that we must keep our friend close but our enemies even closer. Because of these competitors we will see various types of opportunities and opportunities that exist. The creation of "Jomblo Keren" game design will look at different types of aspects that can be used to get the right predictions to make the games acceptable by the market. These aspects include themes, games platform, visuals, gameplay, and stories.

Page 4 of 14 | Total Record : 132