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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
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.
Learning Traditional Denok Dance With Kinect Game Dominikus Reynard Darmawan; Erdhi Widyarto Nugroho; Ridwan Sanjaya
Journal of Business and Technology Vol 1, No 2: Agustus 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (599.605 KB) | DOI: 10.24167/jbt.v1i2.3511

Abstract

Nowadays, culture exchange is so much easier, with the foreign culture walk in to Indonesia, our traditional culture start to be forgotten, one of them is our traditional dance. And also, studying our native culture is considered something outdated.  That why its needed a new media to  make our traditional culture more modern so not become forgotten. One of the media which can be used is a game and a technology called kinect, with both of it, can be made a simulation game of our traditional dance, so it can be a media for introducing our traditional dance or help to train the dancer.
Guesspic Game as an Educational Game Media Knowing Living and Inanimate Objects for Children Albertus Prana Setiawan; Bernardinus Harnadi; Erdhi Widyarto Nugroho
Journal of Business and Technology Vol 1, No 3: December 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v1i3.4347

Abstract

Learning to recognize understanding of the home environment, school, the benefits of helping parents and teachers in the way of educational media games. Where children in the current era love games as hobbies one of them is Guesspic games that can help children to recognize living objects and inanimate objects by coloring objects and with sounds and images - interesting animated images make children fun to play. Educational game is very interesting to develop. There are several advantages of educational games compared to conventional education methods. One of the main advantages of the educational game is the visualization of real problems. Massachusetts Institute of Technology (MIT) succeeded in proving that games are very useful for improving the logic and understanding of players about a problem through a game project called Scratch. Based on the results of previous studies, there is no doubt that educational games can support the educational process. The application of this game is designed using software or applications, namely unity. Unity is a game engine that can help make games on mobile (Smartphone) in the form of 2D games. The advantages of guesspic games can help children to recognize living objects and inanimate objects by coloring objects and with sounds and pictures - interesting animated images make children fun to play. Testing of the game to 40 users said it was easy to play, felt useful, and the child had facilities.
The Information Systems of Boarding House Search Application In Soegijapranata Catholic University Semarang Based On Android Anastasia Widiastuti; Erdhi Widyarto Nugroho; Albertus Dwi Yoga Widiantoro
Journal of Business and Technology Vol 1, No 1: April 2021
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (387.433 KB) | DOI: 10.24167/jbt.v1i1.3223

Abstract

 Soegijapranata Catholic University is one of the private universities that exist in Semarang. Many students from outside the region are on their education at this university. Students from outside the area seek for the temporary residence or domicile or are often referred to as boarding houses. The increasing of the development technology makes it easier for humans to find all the information. Boarding houses search application helps facilitate students in finding information about boarding houses which are desired. This application can be operated on Android and there are printed the profiles and the facilities of boarding houses, so that users can use them easily, and equipped with GPS to find boarding houses locations, it is not easier to find the locations of the boarding houses. From the results of this study, 90% agree with the existence of a boarding houses search application. This application is very beneficial for various parties such as boarding houses managers can promote their own boarding houses and students are easier to find boarding houses information which is desired and they can choose from the lowest price to the highest price.