Albertus Dwiyoga Widiantoro
Information System Department, Computer Science Faculty Soegijapranata Catholic University

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Journal : Sisforma: Journal of Information Systems

Information System of Graduation in Administration and Academic Bureau Soegijapranata Catholic University Widiantoro, Albertus Dwiyoga
SISFORMA Vol 2, No 1 (2015)
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.807 KB)

Abstract

The development of online graduation system becomes a necessity because it is expected that the graduation registration system can be conducted and finished fast and the data can be straored safelyThe system helps in the process of administration in terms of inspection files  and financial report   by the authorities more quickly. From the student side of the system is very helpful in checking the online registration process.
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. 
Designing Android Based Game to Educate The Central Java Traditional Music Instrument for Children Helarius Panji Aruna; Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 7, No 2: November 2020
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1138.453 KB) | DOI: 10.24167/sisforma.v7i2.1926

Abstract

This research was held to design create games that can provide children with knowledge of traditional musical instruments in Central Java.The initial design of the game is done by collecting data by interviewing the speakers. The game was created using Construct 2. This game has 5 different gameplay and when completing each stage you will get 3 traditional musical instruments except stage 5. Players can get information about traditional musical instruments and the sounds they produce. The game was tested on 41 respondents and the results of the game had a positive impact on players and provided new knowledge about traditional musical instruments.
Augmented Reality Game for Anti Corruption Education in Behavior of Students of University pieter santoso hadi; Albertus Dwiyoga Widiantoro; Hendra Prasetya
SISFORMA Vol 6, No 1: May 2019
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (374.036 KB) | DOI: 10.24167/sisforma.v6i1.1368

Abstract

The behavior of students of university in their study have an effect in their character toward corruption. As motivation effects the behavior and the behavior effects the character of person [1]. Game is one of interactive digital media that can be used as educational tools. Game education is a digital game which structured for educational purpose [2]. Augmented Reality game is a live direct or indirect view from real word perspective whose elements are augmented by computer-generated in which a view of reality is modified even diminished by a computer [3]. This Journal contains the result of using Augmented Reality game as education media for anti corruption education  in behavior of university students. Education  materials consist of bad behavior of university students that appear on their study and their relation with corruption.Keywords – Augmented Reality, Game, Behavior, University, Student, Education
Designing Education Game to Choose Hygiene and Healthy Snacks for Children Vania Wahyu Febriani; T. Brenda Chandrawati; Albertus Dwiyoga Widiantoro
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (275.212 KB) | DOI: 10.24167/sisforma.v2i2.619

Abstract

Children from elementary school like to eat snacks or food which are sold by snack sellers around school. Children who like to buy and eat rarely watch the hygiene and healthy of the snacks and the snack sellers which they will buy.Because that habit, the plan of designing education game to educate children is being made. So children can take more attention to choose snack that they will buy. Video games that have theme of hygiene and healthy snacks are rarely can be found.In this paper will be discussed about the habit of children consuming snacks and the design of education game which can be used to educate children based on children habit.
Information System of Graduation in Administration and Academic Bureau Soegijapranata Catholic University Albertus Dwiyoga Widiantoro
SISFORMA Vol 2, No 1 (2015): May 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.807 KB) | DOI: 10.24167/sisforma.v2i1.405

Abstract

The development of online graduation system becomes a necessity because it is expected that the graduation registration system can be conducted and finished fast and the data can be straored safelyThe system helps in the process of administration in terms of inspection files and financial report by the authorities more quickly. From the student side of the system is very helpful in checking the online registration process.
Designing Horticulture Education Game Khoirul Fikri Shona; Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 6, No 1: May 2019
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (724.189 KB) | DOI: 10.24167/sisforma.v6i1.1930

Abstract

Learning about fruit crops can be done by utilizing the gaming media. The purpose of this research is to design a game with a concept of horticulture including planting, caring for, and maintaining fruit trees. This game is packaged in an attractive appearance and resembleing the state of the garden. The game was tested by 43 hortimart visitors the result shows that the game is easy and fun to play so that users will continue to use it but it isn’t influence by age, gender, and usefulness of the game
Paperless Mail Office System and Data Integration at UNIKA Soegijapranata Albertus Dwiyoga Widiantoro
SISFORMA Vol 5, No 1 (2018): May 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (224.306 KB) | DOI: 10.24167/sisforma.v5i1.1526

Abstract

Paper-based correspondence has many constraints on sending, receiving, and filing. The filling makes it difficult to search document.  The purpose of this research is to facilitate the process of sending, searching, and integrating data and documents. With electronic-based office mail is expected to reduce paper usage. Application development methods using the SDLC method consist of system investigation, analysis, design environments, testing, training, and transition, operation and maintenance.Electronic-based office mail is able to solve many problems regarding the mail system such as speed of delivery, filing, and searching of documents. By utilizing the database system, documents can be stored well and integrated. It's cannot eliminate the use of paper. The main reason is the habit of employees needed paper evidence in their work
Investigating Fintech Service Adoption using Extended-ECM Bernardinus Harnadi; Albertus Dwiyoga Widiantoro; FX Hendra Prasetya
SISFORMA Vol 9, No 1: May 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (361.746 KB) | DOI: 10.24167/sisforma.v9i1.4143

Abstract

This paper aims to investigate the Fintech Service Acceptance on Student in Indonesia. The investigating of the acceptance employs extended-ECM to reveal the student’s perception of usefulness, confirmation, and satisfaction in using fintech service.  The extend of Expectation–confirmation model (ECM) using technological self-efficacy (TSE) and perceived ease of use is used in this research to investigate the adoption study in fintech area. This research also adds trust factor to fit up the investigation in the area. The 302 questionnaires from respondents are tested using SmartPLS to point significantly factors in the proposed model. The results reveal that the factors in ECM and trust are most powerful in fintech service acceptance study. The interesting result came from TSE as a predicted factor for confirmation and perceived ease of use and not for perceived usefulness. The results have recommendation to developer of fintech application. They must aware to technological self-efficacy of users.
Analysis of User Comments Based on Topic Modeling using LDA on OVO E-Wallet Albertus Dwiyoga Widiantoro; Bernardinus Harnadi
SISFORMA Vol 9, No 2: November 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.954 KB) | DOI: 10.24167/sisforma.v9i2.5343

Abstract

Fintech OVO in Indonesia is an important part of cashless payment services. Users take advantage of the commenting service on the Playstore to convey messages to OVO managers. Hundreds of comments always appear every day, and this if not responded to will be a problem. The topic method of the Latent Dirichlet Allocation (LDA) model will be used to analyze the occurrence of user topics. Based on the 6-topic LDA model, we found that the trending topic was in topic 1, with a topic probability value of 0.235. Topic 1 mentions transaction difficulties with premium services with high OVO usage While the ease of transactions has the lowest total probability. The results of this topic can be used as a reference for OVO service providers to focus their performance on improving OVO applications. The impact of this research on service providers is to find out the topics discussed by OVO application users.