Claim Missing Document
Check
Articles

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.
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.
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