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Journal : Sisforma: Journal of Information Systems

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.
The Use Of Fixed Assets Management System In Souvenir Centre Elisa Farida; G. Freddy Koeswoyo; 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 (638.446 KB) | DOI: 10.24167/sisforma.v8i2.4038

Abstract

Assets have a large role in shoring up a business process in a particular entity. Without fixed assets, a business will be difficult to do its business processes well. Fixed assets owned by Souvenir Centre Group 58 have not been well recorded, from the physical amount or in accounting records. Often the recording of assets manually causes problems due to the possibility of human error. Recording the depreciation of an asset is also a necessity of an entity that runs business processes. Therefore, an application is needed that can replace the manual process to be systemized. The aim of the research to be conducted is to design and develop and implement a fixed asset inventory system at a central store by QR-Code-based "Group 58" and look at the impact it has on the process of manually recording fixed asset inventory. Designing a Fixed Asset Management System at the Souvenir Centre "Group 58", through interviews, a study of company documents, designing Use Case Diagram, ER Diagram, Flowchart, and display design. Once the system is complete, a final interview is conducted with 5 employees/owners of the Souvenir Centre "Group 58" and get the result that the use of the asset management system has a positive impact on the Souvenir Centre "Group 58".
Designing Web-Based DISC Psychology Personality Analysis Tests Daniel Aditama Somatdie; Erdhi Widyarto; Alb. Dwiyoga Widiantoro
SISFORMA Vol 6, No 2: November 2019
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (904.968 KB) | DOI: 10.24167/sisforma.v6i2.2156

Abstract

Using a manual system in the companies or organizations today, has many disadvantages like inefficient, wasting time, require a lot of costs, and make work difficult. By integrating a DISC personality analytical psychological test with information system, the tests are carried out with computers initially using paper, so it more economical for using less paper. More than that, the test results are done automatically check by the computer, no need to manually check by the psychologist. In addition to being effective in examining, the validation of examinations is very high because it can recover human errors.
Comorbidity Based Death Risk Prediction in COVID-19 Patients Using Support Vector Machine (SVM) Nugroho, Erdhi Widyarto
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.v11i2.13159

Abstract

The covid19 pandemic has hit almost all countries. Covid-19 is a disease caused by severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) which results in many deaths, especially for patients who have comorbidities. By using the machine learning SVM method, predict of the classification between comorbid and death.. The comorbid taken were pneumonia, diabetes, COPD, asthma, insomnia, hypertension, cardiovascular, chronic renal, obesity, and USM. This paper also added with smokers in the feature. The data were taken from Kaggle which is data from the Mexican government from 2020-2021. The SVM method uses a linear kernel and radial basis function to get the F1 value to know which these have the results better. This paper also compares the results of F1 values using other methods such as KNN, Logistic regression, Xboost, decision tree, Random Forest and Multilayer Perceptron and the last, to know the importance feature or which comorbid has the highest death rate using SVM. The Result is SVM uses linear and rbf gets almost the same F1 value. It also same with other methods and the pneumonia has the highest death rate.
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.