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
Education Game to Blind People Lidya Oktorina Kusuma Sakti; Vania Wahyu Febriani
SISFORMA Vol 2, No 1 (2015): May 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (178.722 KB) | DOI: 10.24167/sisforma.v2i1.403

Abstract

Blind people have limitations because of partial or full visual impairment. This can affect their development like cognitive development and academic development. In order to do their social roles, blind people have obstacles. Even in education side, blind people still find it difficult to get their full access to study because their physic limitation makes them difficult to study like normal people.Now there are blind people who have their formal and informal education. Even though they cannot see, they can take benefit from another sense, like sense of hearing, palpability, smell, and taste. Their senses can be a modal to study. Developer games have their build game in audio to blind people too. Their game is variation between audio games and online games, so games can be used for blind people as an education tools. In this paper, there will be an explanation about how to facilitate blind people to study with paper
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.
Measuring the Games Influence on Improving English Proficiency Reni Dwi Pertiwi; Erdhi Widyarto N.
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.852 KB) | DOI: 10.24167/sisforma.v1i1.89

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
Dorang (Dolan Semarang) Game Solution to Introduce Semarang Municipality and Semarang Regency as Tourist Attraction Lidya Oktorina Kusuma Sakti; 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 (337.573 KB) | DOI: 10.24167/sisforma.v3i1.632

Abstract

Abstract- Tourism is the departure of a person in a short period of time into a tourism site with the intention to relax and refresh the mind. Tourism will feel convenient if visiting the tourism site that have fun attractions. One of the city that has many attractions is Semarang city and Semarang regency. Semarang city and Semarang regency has a natural attractions, social and culture, travel games, agro tourism, and culinary tours. According to a study, 64% of 30 respondents who are domestic travelers from 15-30 years old, did not know the information of locations from the tourism site in Semarang city and Semarang regency. With the little knowledge from domestic travelers, DORANG (Dolan Semarang) is made so that this game can be used as a guide to travel and as a media promotion of these attractions. This game contains travel map of Semarang city and Semarang regency along with the information of tourism sites. After respondents are finished playing this game, they will be known better about the information of tourism sites in Semarang city and Semarang regency and also more recognizing these attractions.
The design of Visual Support Educational Games Dental and Oral Health Desy Nur Fitriana; T. Brenda Chandrawati
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (342.456 KB) | DOI: 10.24167/sisforma.v2i2.841

Abstract

Game is one of the e-learning are quite popular among children, because in our educational games not only play games but also we can learn something new. Knowledge of oral health education is packaged in an educational game in the visual depiction good with children will better understand the purpose of delivering education that can be applied in everyday life. And in this paper will discuss game design visualization in dental and oral health education so that children can be in demand in the form of a game gadget or smartphone.
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. 
The Effect Playing Online GamesOn The Players Christopher Akami J.S
SISFORMA Vol 1, No 2 (2014): November 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (172.54 KB) | DOI: 10.24167/sisforma.v1i2.399

Abstract

Online game is a game that requires internet connection to play and while playing a lot of individuals do not care about a lot of things. Games can also influence the gamers to have bad behavior. However, playing online games can be exciting although only playing for a moment.
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
Modeling the Smartphone Game to Improve Players Focus Case Study of Game Dumb Ways to Die Elisa Purnamasari; Ridwan Sanjaya
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (749.234 KB) | DOI: 10.24167/sisforma.v1i1.85

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.
Promoting Tourism of Semarang City and Semarang Regency through Game Technology Lidya Oktorina Kusuma Sakti; Brenda Chandrawati
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (373.868 KB) | DOI: 10.24167/sisforma.v2i2.627

Abstract

Semarang is the capital city of Central Java province that has many tourist Attractions. In addition to Semarang, there is Ungaran, the capital city of Semarang Regency which covers the areas of Ungaran and Ambarawa that also has various tourist attractions which attract domestic tourists. But the results of data collection through library study and questionnaire show that object of attractions in Semarang City and Semarang Regency are known only by few tourists. One of the factors that causes tourists’ unfamiliarity with tourism attractions in Semarang City and Semarang Regency is the lack of tourism promotion in the form of media technology. Based on the above facts and considering the opportunities offered by technology which is increasingly recognized by the community, surveyors laid out a game that can be used as one of promotional media of tourism in Semarang City and Semarang Regency. This game will be designed by displaying a map of tours and tourist information in Semarang City and Semarang Regency

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