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Journal : Sisforma: Journal of Information Systems

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

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (749.234 KB)

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
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.
Design and Build Educational Game "New Normal" Felicia Kusuma; Ridwan Sanjaya; Erdhi Widyarto Nugroho
SISFORMA Vol 8, No 2: November 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (696.837 KB) | DOI: 10.24167/sisforma.v8i2.4101

Abstract

Indonesia’s first confirmed case of COVID-19 infection was in early March 2020. Of course, the citizens in Indonesia want this pandemic to end soon. The fact is, there are plenty of people who do not apply the health protocols properly in daily life. Therefore, the effort to formulate the educational media in the form of a game will be carried out in this study. “New Normal” game is an educational media about how to apply the health protocols properly that have a nice user interface design so that the players will not get bored easily while playing. Thus, the knowledge about the importance of applying the health protocols properly will be embedded in every player’s mind.
Promote Folksong Use Game Based On Augmented Reality Baskara Arya Pranata; Ridwan Sanjaya; Albertus Dwi Yoga W
SISFORMA Vol 5, No 1 (2018): May 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (228.49 KB) | DOI: 10.24167/sisforma.v5i1.1029

Abstract

Abstact- folk songs in indonesia's is wealth cultural heritage most of our ancestors. In this modern era narrower the knowledge of their own folk songs due to the influx of foreign cultures.               Augmented is a new technology to display digital visual in the real world. This technology is very interesting when applied in the field of entertainment. This Research Report contains about how to create a game titled Tembang which aims to preserve the songs of the region that originated from the Indonesian. In this game will provide information about the local songs along with their origin, packed in Augmented Reality technology, with challenge quizzes, and there is a gift feature to make players interested in completing the game.
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.
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.
Green Mission Game for the Forest Preservation Campaig Nuryanti Nuryanti; Ridwan Sanjaya; Hendra Prasetya
SISFORMA Vol 5, No 2: November 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (611.798 KB) | DOI: 10.24167/sisforma.v5i2.1027

Abstract

Forest have an important role for living thing, like human, animal, or plants. For example, forests play an active role in the availability of water sources that participated maintain food security for living beings and the largest supplier of oxygen. However, the lack of human consciousness in maintaining forest ecosystems resulted in the emergence of several threats that cause forest destruction in the form of deforestation and degradation include illegal logging, forest fires, forest conversion for plantations and industries [3]. With game application: Green Mission, it is be expected to be one of the solutions and can answer the problem for dealing with the forest damage. Application Green Mission is supposed to educate about the importance of conserving forest by planting trees. In this game, players are directed to resolve some of the challenges in the form of putting out fires, replant the forest bare, and drove the actors of deforestation. The concept in an adventure game is supposed to give a pleasant impression beside to educate player. 
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.
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.
Graphic Design Of “Green Mission” Education Game Using Software Based On Vector Nur Yanti; Ridwan Sanjaya; FX. Hendra Prasetya
SISFORMA Vol 4, No 2 (2017): November 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.989 KB) | DOI: 10.24167/sisforma.v4i2.1297

Abstract

Educational game is a digital game in its design using the elements of education and in it support teaching and learning by using technology that is interactive media. Generally an educational game has a fun look, an easy-to-use menu, as well as color combinations that are used that are GUI-based (Graphic User Interface) so as to create appeal to users. Because it is undeniable that the human brain tends to more quickly capture learning through visual images rather than writings. Therefore, graphic design of an educational game becomes one of the important points. Software applications become one of the solutions in making game design, one of which is a vector-based software applications. There are various software that can be used in accordance with the function and usefulness of each. But in general the way the software works almost same.
Co-Authors Adiseputra, Nicholaus Agus Cahyo Nugroho Alb. Dwi Yoga Widiantoro Alb. Dwiyoga Widiantoro Albertus Dwi Yoga W Albertus Dwiyoga Widiantoro Alexandra Adriani Widjaja andadari, tri susetyo Andre Kurniawan Pamudji Andru Deva Lukito Aprilia Ratna Christanti Baskara Arya Pranata Bernadinus Harnadi Bernardinus Harnadi Cecilia Titiek Murniati Celvin Laviano Chandrawati, T. Brenda Christine Wibhowo, Christine Cobantoro, Adi Fajaryanto Dharmawan, Jovita Dwiyoga Widyarto Ekawati Marhaenny Dukut, Ekawati Marhaenny Elisa Purnamasari Elisa Purnamasari, Elisa Elizabeth Kurniawan Ardianto Erdhi Widyarto Evangeline Eunike Fajar As'ari Fajar As'ari Felicia Kusuma Fiolita, Cindy FX Hendra Prasetya FX Hendra Prasetya Graciela, Cindy Fiolita Gregorius Alvin Raditya Santoso Gregorius Anung Hanindito Hendra Prasetya Hendra Prasetya Hendra Prasetya Hendra Prasetya Hening Artdias Hermawan Hermawan Inggrit Swastini Dewi Isidorus Ivan Kalya Wasistha Koeswoyo, Freddy Koeswoyo, G. Freddy L.M.F. Purwanto Leocadia Desy Pranatalisa LMF. Purwanto Lysbeth Venella Oey Margareta Ernanda Rahardani Meissy Lengmas Congdinata Mufidah Mufidah Muljanto, Yehuda Joy Nugraha, Johanes Arya Pramesta Nugroho, Agus Cahyo Nugroho, Setyadi Nur Yanti Nuryanti Nuryanti P., Angelicdolly Palgunadi, Petrus Pamudji, Andre Kurniawan Perdana Putra, Sinar Pramuditya, Reza Santika Prasasto Satwiko, Prasasto Priatko, Albertus Aditya Purwanto, LMF Rahardjo, Ervina Febriani Ramli, Justine Hezekiel Rejeki, V. G. Sri Retang Wohangara, Retang Rio Wiranto Risa Farrid Farrid Christanti, Risa Farrid Santi Widiastuti Santosa, Daniel Saswitko, Prasasto Setiyanto, Benny D. Sindi Budi Emilia Soetomo, Greg. Stephen Jonathan Gustav Sulastri, Augustina T Brenda Chandrawati T. Brenda Ch Ch Tri Arinta, Rizka veinta sonrizky mayo Wahyuningrum, Shinta Estri Wibowo, Mochamad Agung Widianto, Daniel Prasetya Widjaja, Robert Rianto Widyarto, Erdhi Yonathan Aditya Wijaya Yulianto, Felix Wiranata