Bernardinus Harnadi
Department Of Information System Soegijapranata Catholic University, Semarang, Indonesia

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Journal : Sisforma: Journal of Information Systems

Pacman Game Benefit Analysis on Decision Making Speed Wulandari, Wati; Harnadi, Bernardinus
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (382.288 KB)

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
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
Designing Student’s Registration Book and Student’s Report Card Processing Application For Pangudi Luhur Don Bosko Elementary School Semarang Adrianus Hermawan Susanto; Erdhi Widyarto; Bernardinus Harnadi
SISFORMA Vol 7, No 1: May 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1510.099 KB) | DOI: 10.24167/sisforma.v7i1.2362

Abstract

The development of information and communication technology continues to run over time in various fields, without exception in the field of education. Master data management of students has now started using electronic media. At Pangudi Luhur Don Bosko Elementary School also used electronic media in its management, but the application has limitations in storing data, therefore the authors designed the "Student’s Registration Book and Student’s Report Card Processing Application for Pangudi Luhur Don Bosko Elementary School". The purpose of this research is to design and build student’s registration book and student’s report card processing so that it can facilitate data processing, and determine the factors that influence users to adopt this application. This writing method starts with a literature study followed by the design and construction of the application, the next step is testing the application to making report card. This application is able to store data with a much larger capacity, so it can continue to be used for years. This application can process student data and be a good student data archive. The factor that can influence the user to adopt this application is the student report card archiving feature with a very complex K13 model.
Designing Android Based Game to Educate The Central Java Traditional Music Instrument for Children Helarius Panji Aruna; Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1138.453 KB) | DOI: 10.24167/sisforma.v7i2.1926

Abstract

This research was held to design create games that can provide children with knowledge of traditional musical instruments in Central Java.The initial design of the game is done by collecting data by interviewing the speakers. The game was created using Construct 2. This game has 5 different gameplay and when completing each stage you will get 3 traditional musical instruments except stage 5. Players can get information about traditional musical instruments and the sounds they produce. The game was tested on 41 respondents and the results of the game had a positive impact on players and provided new knowledge about traditional musical instruments.
Designing Horticulture Education Game Khoirul Fikri Shona; Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 6, No 1: May 2019
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (724.189 KB) | DOI: 10.24167/sisforma.v6i1.1930

Abstract

Learning about fruit crops can be done by utilizing the gaming media. The purpose of this research is to design a game with a concept of horticulture including planting, caring for, and maintaining fruit trees. This game is packaged in an attractive appearance and resembleing the state of the garden. The game was tested by 43 hortimart visitors the result shows that the game is easy and fun to play so that users will continue to use it but it isn’t influence by age, gender, and usefulness of the game
Analysis of User Comments Based on Topic Modeling using LDA on OVO E-Wallet Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 9, No 2: November 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.954 KB) | DOI: 10.24167/sisforma.v9i2.5343

Abstract

Fintech OVO in Indonesia is an important part of cashless payment services. Users take advantage of the commenting service on the Playstore to convey messages to OVO managers. Hundreds of comments always appear every day, and this if not responded to will be a problem. The topic method of the Latent Dirichlet Allocation (LDA) model will be used to analyze the occurrence of user topics. Based on the 6-topic LDA model, we found that the trending topic was in topic 1, with a topic probability value of 0.235. Topic 1 mentions transaction difficulties with premium services with high OVO usage While the ease of transactions has the lowest total probability. The results of this topic can be used as a reference for OVO service providers to focus their performance on improving OVO applications. The impact of this research on service providers is to find out the topics discussed by OVO application users.
Financial Technology with QRIS Payment System for Entrepreneurship Locker Victorio Almers Chrisetya Putra; FX Hendra Prasetya; Bernardinus Harnadi; Albertus Dwiyoga Widiantoro
SISFORMA Vol 10, No 1: May 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v10i1.5707

Abstract

The Covid-19 pandemic has an impact not only on health but also on human activities, one of which is economic transactions.  A number of policies related to health protocols have caused limitations for the community in transacting with each other. In relation to economic transactions, entrepreneurial transactions on campus have stopped due to policies related to the pandemic. To answer this problem, an invention called "Culinary Business Automatic Service Locker (Entrepreneurship Locker)" that based on the Internet of Things that implements financial technology in its payment method was created. The implementation of Financial Technology is intended to revive entrepreneurship on campus by providing a “new user experience” to all parties involved in these activities. In recent years, financial technology as a new concept in payments has been growing. The concept of finance technology is to create a payment platform where there is no longer a need for physical interaction between the seller and the buyer, because the transaction process occurs via digital. QRIS, which stands for Quick Response Code Indonesia Standard is one of the financial technology-based payment methods that has been authorized in Indonesia. There are two types of QRIS, namely static QRIS and dynamic QRIS. In this study, the dynamic QRIS API will be used because it is able to generate different nominal and QR codes for different transaction. In addition, an e-wallet is needed for users to support payments by scanning the QR code via smartphone. This research wants to see how the application of financial technology using dynamic QRIS and e-wallet to entrepreneurial lockers. The results showed that financial technology using dynamic QRIS and e-wallets can be utilized in the automatic payment system for entrepreneurial lockers
Evaluation of Governance and Measurement of Maturity Levels System Plastic Injection Company Information Using COBIT 2019 and Luftman Maturity Model Nurtjahjo, Ferdinandus Andrew; Harnadi, Bernardinus; Koeswoyo, G.Freddy
SISFORMA Vol 11, No 2: November 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i2.12008

Abstract

Organization for managing information technology often doesn't work effective so that result the company's workflow becomes irregular . This research initiates governance system PT Amaryllis information Charisma Brilliant by using measurements level IT maturity based on the Luftman Maturity Model and COBIT 2019 framework in the Align, Plan, and Organize (APO) domain. measure by method Luftman maturity model done by share questionnaire related criteria communication , competence , governance , partnership , space scope architecture , and expertise in space scope IT maturity in the company . Evaluation of IT governance using the COBIT method is carried out by opening the APO domain in levels management company to assess weakness system information and can provide recommendation related to improvement performance company . Measurement evaluation results level IT maturity shows company on criteria communication , partnerships , and expertise are included in level 4 ( Improved Process ), meanwhile criteria competence , governance and partnerships enter level 3 ( Established Process ) so this research is recommended company to make structural changes organization under the director directly in implementing service level and focus agreements to business integration using third parties in making IT strategies. Whereas IT governance evaluation results using COBIT 2019 APO domain that companies in sub domains APO02, APO03, APO04, APO07, APO09, APO13 enter level 4 ( Predictable Process ), while sub domains APO01, APO05,  APO06,  APO08, APO10,  APO11, APO12, and APO14 enter level 5 ( Optimizing Process ). Acquired weaknesses that is Not yet fulfillment committee executive IT related and not done testing IT- based by all employees so this research recommends company to form committee special executive in management related to IT and management testing IT- based by a special team formed by the company.
Examining Factors Correlating with Social Commerce Behavior in Generation X Harnadi, Bernardinus; Astari, Aurelia Inten; Suciarto, Sentot
SISFORMA Vol 11, No 2: November 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i2.10843

Abstract

The purpose of this study was to investigate the behavioral factors that influence the acceptance of Generation X in making purchases at social commerce.The research was conducted using the FGD method and interviews with representatives of generation X and social media experts to capture the phenomenon of this generation's acceptance of social commerce technology. A literature review study was carried out to reveal the factors that influence the acceptance of social commerce and propose hypotheses and research models based on these findings. The questionnaire was developed based on the hypothesis and distributed to this generation as many as 189 respondents using a purposive sampling method. Data testing was carried out using descriptive statistical methods, validity, reliability, and correlation tests. Analysis of individual respondent factors was carried out to reveal the characteristics of generation X. Correlation analysis was carried out to gain insight into the relationship between the factors studied and the acceptance factor of generation X for social commerce technology.The results of this study will provide insight into the buying behavior of Generation X in making purchases on social commerce. These insights will be useful to marketing scientists, those wishing to do business with this generation and marketing policy makers. How to use the factors resulting from this research to attract generation X to purchase products in social commerce..
Developing Educational Game Application for Chemistry Periodic Table Wijaya, Antonius Gunawan; Nugroho, Erdhi Widyarto; Harnadi, Bernardinus
SISFORMA Vol 11, No 2: November 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i2.11422

Abstract

Chemistry is one of the elective subjects and cross-interest subjects taught at the high school level or equivalent secondary education. The periodic table is a chart that contains the names and types of chemical elements grouped according to their similarities and properties. In current learning, more than 75% of high school students still face difficulties in naming elements in the periodic table, especially in understanding the periodic system and the regularities of the chemical properties of these elements. Conventional teaching methods often bore students, and there is a need for engaging learning media to enhance the learning outcomes. With the increasing use of Android gadgets, where students use Android devices for classes, learning through games on Android can be effective. This game is designed using Unity in 2D format and is built for the Android platform, specifically for chemistry education in grade X of high school. The chosen game design method for this application is the waterfall method. The result of this research is the game "Chem Ball" for educating Group A periodic table elements for high school grade X students. The game was tested with five high school students, and the results indicate that students are assisted in learning the periodic table of chemistry (memorizing, understanding, and recalling the sequence of elements in the periodic table) through the attractive and interactive interface of the "Chem Ball" game. "Chem Ball" is also proven to be easy and practical for high school students to play. After playing the game, students feel that learning the periodic table of chemistry has become easier.