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Journal : Sisforma: Journal of Information Systems

Measuring the Games Influence on Improving English Proficiency Pertiwi, Reni Dwi; Widyarto N., Erdhi
SISFORMA Vol 1, No 1 (2014)
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.852 KB)

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
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.
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.
Game Design to Introduce Pets Wahyu Febriyanto; Brenda Chandrawati; Erdhi 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 (254.026 KB) | DOI: 10.24167/sisforma.v3i1.624

Abstract

Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface) is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image
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
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. 
Wana Warrior Game as Animal Rescue Campaign Media Adit Rama Putra; 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 (386.283 KB) | DOI: 10.24167/sisforma.v4i1.1040

Abstract

Indonesia is a nation which rich of biodiversity. Various vegetation and good supporting climate make Indonesia a comfortable homeland for some specieses. Deforestation and illegal hunting threatened some speciecess. Seeing that situation, there are many ways to avoid that , one of them is using game as the media.Wana Warrior is a game used as education media of animal saving. The concept of this game is using game as the medium for conveying the information through design and gameplay which attract the players and they can learn without they realize from the provided information. Using Agenda Setting theory, provided informations are selected important issues. So players are focused only on provided issues. The result of the research shows “Wana Warrior” game can educate people about animal biodiversity,  especially, in Indonesia.
Design of Healthy Youth Edition Teens Based Game Enggar Dwi Utami; Hendra Prasetya; Erdhi Widyarto Nugroho
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (477.779 KB) | DOI: 10.24167/sisforma.v7i2.1395

Abstract

In Indonesia, there are many promiscuity cases such as brawl, drug dealers and free sex among students. Therefore, the importance of having the social skills to dare to take a firm stance, to reject the negative offer of the environment needs to be owned by a teenager. In addition to the importance of self-awareness, to keep teenagers in Indonesia is not easy to fall into a healthy association it is also necessary to help socialize and provide education about healthy association for today's teenagers. Through the design of the game Teen Society, adolescents aged 11-24 years provided education about healthy association through mobile games.
THE PETS:Game Introduction of Pets in Two Languages Wahyu Febriyanto; Brenda Chandrawati; Erdhi Widyarto
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.736 KB) | DOI: 10.24167/sisforma.v3i2.604

Abstract

Introducing environment is important for children. Included in this environment is the life of living beings such as humans, animals, and plants. The role of parents is needed in introducing the living creatures. One of the living creatures that endeared children are animals, especially the pets. Therefore made educational game The Pets. With the game "The Pets" is expected to help parents to teach the children in learning about pets based on place of living and food. In this paper describes how to design and create introducing pet game based on the type of food and its habitat in two different languages . "The Pets" has the Android platform with a minimum API Level 14 is created using the game engine Construct 2. Using two dimensional model and image with interesting coloring for children, and using the application CorelDraw X4. From results of the survey, "The Pets" can provide new knowledge and can assist children in learning about pets based on place of living and food. Children who previously could not mention animals vocabulary in English, after playing "The Pets" can name them into English.
Learn Modesty from Javanese Game Nathasia Austin Wijaya; Erdhi Widyarto
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (125.97 KB) | DOI: 10.24167/sisforma.v2i2.843

Abstract

Todays society, especially for the youth, they have been missed the essence of modesty. The lost of modesty conduce to the lost of modest lifestyle and it is replaced by glamorous lifestyle. It will lead to the careless personality among humans and nature, or even the loss of humanity.The situation can not be ignored and has to be addressed immediately. Therefore, beside the common education, government also implemented character education system in school. Parents have to directing and instantiate their children about modesty and other values. Directing the children can be done with introduce them to Indonesia native culture through Mahesa Jenar Game. Mahesa Jenar is a fictional figure created by S.H. Mintardjas. Mahesa Jenar teaches about modesty, compassion, honesty, justice and wisdom. Mahesa Jenar Game is using RPG as the genre, the outstanding storyline and the interesting animation, makes it suitable for delivering the moral messages.If the children are aware about those values early, hoped those values will help children to develop their character latter on. Keywords education, modesty, interesting, knowledge-based game, lesson, game, mobile game