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Journal : Sisforma: Journal of Information Systems

Information System databases for Neuropsychology Tests: case study in Boston Naming Test Shinta Estri Wahyuningrum; Augustina Sulastri; Ridwan Sanjaya
SISFORMA Vol 6, No 1: May 2019
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (773.643 KB) | DOI: 10.24167/sisforma.v6i1.2274

Abstract

In the field of psychology, determining the psychological condition of a person’s can be done using various types of tests. Neuropsychology test is a battery test that means every person should be taken 11 test in a moment. Each test has a different objective, as an example, The Boston Naming test is used to measure a person's ability in the language domain. The data stored for each data in the Boston Naming Test (BNT) is around 130 fields. Each test has different specific data. This makes the data grow rapidly and requires a database design that can accommodate this need.There are many approaches can be done to store the database such a relational database and NoSQL database. When the data are stored using relational methods and amount of data are large, there can be a lack of time in both processing and tracking. This article proposes a system to store the result of the neuropsychological test using the NoSQL database approach with sample data in subtest BNT.
Utilization of Technology as Promotion Media of Cultural Tourism in Central Java veinta sonrizky mayo; Ridwan Sanjaya; Dwiyoga 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 (84.146 KB) | DOI: 10.24167/sisforma.v3i1.607

Abstract

Tourism is one industry that is growing rapidly. Lots of models are offered and one of them is cultural tourism. One example of cultural tourism is a temple and a museum. In addition to the introduction through the temples and museums, the government's approach to conduct activities such as Dieng Culture Festival. Within these activities, the public can know more about the traditional ceremonial and moral values of Dieng. However, interest in the festival began to decrease each year. That's because the lack of a media campaign that resulted in people becoming not know and less concerned about the cultural tourism. If it continues, the cultural attractions such as museums will sink and disappear eroded by age. In this study, will discuss ways of promoting cultural tourism through the use of technology so that cultural tourism can be known internationally
Virtual Reality Game Education to Learn Traffic Regulation Andru Deva Lukito; 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 (100.828 KB) | DOI: 10.24167/sisforma.v4i1.1037

Abstract

Abstract – Traffic accident has become number 3 of children death cause in the world according to WHO[1]. Traffic accident that involve children often caused by their own by breaking the law or regulation. Therefor education about traffic regulation and law including traffic sign and its meaning must be given to children early. Because education means process to change a person or a group attitude and behavior in order to make them mature through teaching and training [2]. One of them that can be used is digital media.  One of interactive digital media is digital game, various form of digital game start from 2D, 2.5D, 3D with many point of view and new technology. VR (Virtual Reality) as new digital media where alternate reality exist to test various theory without any real consequences, according to Greenbaum “Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves”[3]. Greenbaum statement before were make VR suitable to test traffic law and regulation and educate kid to obey the traffic sign and regulation without real consequences from real world. This Journal contain the result of using virtual reality as traffic regulation education media. Education material that arranged consisting traffic sign that appear on the road and safety riding gear. Keywords – Virtual Reality, Traffic sign, Road traffic, children, education
The Game Making Framework for Collaborative Learning Aprilia Ratna Christanti; Ridwan Sanjaya; Erdhi Widyarto
SISFORMA Vol 4, No 2 (2017): November 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (547.963 KB) | DOI: 10.24167/sisforma.v4i2.1295

Abstract

Collaborative learning is a study group process that each member contributes their idea, information, experience, skill, and ability they have so it can be used on learning activity and improve members’ knowledge[1]. Digital game can become one of collaborative learning media that is not just for entertainment but also can be used as a unique and effective interactive learning media[2]. In conventional game making for collaborative learning, the research proves that it can improve excitement and contribution in learning activities[3]. But in game making, there are many technical issues for non-computer science students[3]. Based on many issues, designing framework is chosen to become a solution to help people in developing game as collaborative learning media by themselves. Because framework is  a basic form of system [4], consist of various command, function, and benefit for developer in application development [5][6], so game making for collaborative learning is conducted again with support from framework designed by researcher. In order to know the effect from framework support in game making as collaborative learning media, this study is based on two subjects of non-computer science students and computer science students.
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.
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.
Analysis and Design of Accounting Information System on CV Indo Sangkar Emas Meissy Lengmas Congdinata; Alexandra Adriani Widjaja; Ridwan Sanjaya
SISFORMA Vol 9, No 2: November 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (798.882 KB) | DOI: 10.24167/sisforma.v9i2.5193

Abstract

Using an Accounting Information System in a company can help the company in enhancing its performance. CV Indo Sangkar Emas is facing some problems at their business, such as frequently finding duplicate data, giving code to its data, recording purchase and sales transactions, and making financial statement all done manually. All the problems caused by the company still not using an Accounting Information System. Therefore, the company decided that they need Accounting Information System. The research aims to analyze and design Accounting Information System that can improve data accuracy, Quality Control, and financial statement quality on CV Indo Sangkar Emas, and improve communication between warehouse employees and office employees. The System will be developed using the Object-Oriented Analysis and Design method with the help of observation, interview, documentation, and Unified Modeling Language, such as use case diagram and class diagram.
Making an Arduino-Based Trash Disposal Game Isidorus Ivan Kalya Wasistha; Ridwan Sanjaya; FX Hendra Prasetya
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.10427

Abstract

The problem that is going to be finished by the writer was the throwing trash activity where the writer will use Arduino as the tool for making ‘Throwing Trash Game” with purpose for making the throwing trash activity become more fun. On this essay, the writer will use waterfall method because the scope of this essay not really big and there is lot of testing that will happened during the making progress of the game. Overall, the writer wants to give some fun on throwing trash activity  using Arduino as the tool for making game and the writer hopes that the game the throwing trash activity become more fun.
The Influence of Country of Origin, Perceived Product Quality And Social Media Marketing on Consumers Purchase Decision at E-Marketplace Lazada With Purchase Interest as Intervening Dharmawan, Jovita; Sanjaya, Ridwan
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.v11i2.11508

Abstract

The aim of this research is to analyze the influence of country of origin, social media marketing, product quality perceptions, Consumer interest in visiting Lazada influences consumer decisions to make purchases at Lazada with consumer purchase interest as an intervening variable. The object of this research is consumers' decisions to make purchases at Lazada. The population in this research is all Lazada consumers. The sampling method is purposive sampling taken using Google Form. The total number of respondents in this research was 173 Lazada consumer respondents. The analysis used in the research is structural equation modeling. The results of this research are that country of origin, social media marketing and perceived product quality have a positive and significant effect on consumer interest in visiting Lazada. Social media marketing, perceived product quality, consumer interest in visiting Lazada have a positive influence on consumer decisions to make purchases at Lazada. Country of origin does not have a significant effect on consumers' decisions to make purchases at Lazada. Consumer interest in visiting Lazada intervenes in the influence of country of origin, social media marketing and perceptions of product quality on consumer decisions to purchase at Lazada.
Development and implementation of the Fintrack application as a financial planner for students at Unika Soegijapranata Semarang Nugraha, Johanes Arya Pramesta; Sanjaya, Ridwan; Koeswoyo, Freddy
SISFORMA Vol 12, No 1: May 2025
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v12i1.13150

Abstract

The increasing demand for financial literacy among students highlights the importance of effective financial management tools. Many students face challenges in managing their finances, such as budgeting, tracking expenses, and planning savings. Addressing these issues, the Fintrack application was developed as a financial planning tool tailored for students at Unika Soegijapranata Semarang.  The application utilizes modern technologies like Flutter for cross-platform development and Firebase for real-time data management. Its features include daily transaction recording, budget analysis with pie charts, and automated financial ratio calculations. The application also provides downloadable monthly financial reports, including detailed transaction logs and financial analyses, aiming to enhance user decision-making.  The primary goal of Fintrack is to empower students with tools to better manage their finances, improve their financial literacy, and make informed financial decisions. By integrating intuitive interfaces, automated financial insights, and practical features, the application serves as a reliable companion for students in overcoming financial challenges and achieving long-term financial stability.
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 Yoannes Romando Sipayung Yonathan Aditya Wijaya Yulianto, Felix Wiranata