cover
Contact Name
Ridwan Sanjaya
Contact Email
ridwan@unika.ac.id
Phone
+62818298462
Journal Mail Official
sisforma@unika.ac.id
Editorial Address
Jl. Pawiyatan Luhur IV/1, Bendan Dhuwur, Semarang
Location
Kota semarang,
Jawa tengah
INDONESIA
Sisforma: Journal of Information Systems
ISSN : 23558253     EISSN : 24427888     DOI : 10.24167
SISFORMA journal published by the Information Systems Studies Program Faculty of Computer Science Soegiapranata Semarang. to accommodate the scientific writings of the ideas or studies related to information systems. Scope journal Sisforma: Topics that will be published in the journal SISFORMA include (but not only in the limit in these topics only): Education and Curriculum, Game Theory and Game Technology, General topic in Information System, E-business, ERP, CMS, Artificial Intelligence and Enterprise System Information, Network and Computer Security, and Information Technology
Articles 12 Documents
Search results for , issue "Vol 11, No 1: May 2024" : 12 Documents clear
Investigating Factors Associating with Online Shoping Behavior on TikTok Live Streaming in Generation Z Salomo Chandra Gupta Winarno; Bernardinus Harnadi; Berta Bekti Retnawati
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.10844

Abstract

TikTok is an application that is currently very popular with the public. This research aims to study the behavior of users/consumers from Generation Z in using the live streaming feature on TikTok which leads to the desire and interest in making online purchases/shopping. The research was carried out using a purposive sampling method and collected data from 300 respondents from Generation Z. The research analysis was directed at the correlation between factors and the technology acceptance factors studied to gain insight regarding the activity of using live streaming technology on TikTok for online shopping activities. The expected output from this research is factors that influence the acceptance of live streaming technology on TikTok for online shopping activities among Generation Z and the correlation between these factors and acceptance factors. The output of this research will help uncover the factors causing the increase in the use of the live streaming feature on TikTok in attracting online shopping interest from Generation Z. The elements found can be helpful for business people, online shopping consumers, and parties interested in increasing shopping interest online which is caused by the availability of technological features added to social media applications.
The Development of a Web-Based School Expenditures Budgeting System Using The Agile Method Jessica Aurelia Sujangga; Ridwan Sanjaya; G. Freddy Koeswoyo
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.10901

Abstract

Schools under the auspices of Kanisius Foundation, Surakarta Branch are still making school expenditures budgeting manually using Microsoft Excel application. Thus, all school expenditure budgeting data in each school is not well integrated and the flow of adaptation to each change in Excel format is difficult. If the situation remains like this where the data is not well integrated, then the difficulty will be that the data processing process to obtain information about the school budgeting plan and its reports will become difficult. Meanwhile, the need is for the results of data processing to be used as a basis for decision making quickly and precisely. The development of a web-based school expenditures budgeting system using the Agile method becomes the solution for schools expenditure budgeting plan’s data to be well integrated and to be used as a basis for decision making. This development uses Agile method because this method is flexible to several changes that occur within the development process.
Sentiment Analysis of Urban Opinions on COVID-19 Handling in Brunei Darussalam Using Lexicon Weighting and Machine Learning Algorithms Usman Ependi; Wahyu Caesarendra
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.11957

Abstract

Crisis management of Covid-19 is closely related to how government provides policy measures and monitors the health conditions of residents and others. Residents will provide feedback (opinions) for any services provided by the government. The main issue in this area is understanding residents' opinions to become a source of information for sentiment in public policy. This study aims to analyze sentiment on crisis management of covid-19 in Brunei Darussalam. Lexicon weight and machine learning classifiers (random forest, k-nearest neighbors, naive Bayes, and decision trees) are used for handling this issue. The data used in this study comes from resident opinions on the BruHealth application, which is part of Brunei Darussalam Government Services. Based on the experimental results, the sentiment of crisis management of Covid-19 is positive. Lexicon weight is used as a basis for data labelling in machine learning classification. Classification results using random forest, k-nearest neighbors, naive Bayes, and decision trees get a significant accuracy of 83,8%, 73,7%, 55%, and 84,2%, respectively.
Performance and Transaction Monitoring Dashboard Website Based PT Emporia Digital Raya Evania Chrestella Albertina; Albertus Dwiyoga Widiantoro; Agus Cahyo Nugroho
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.3520

Abstract

Performance and Transaction Monitoring Dashboard Website Based PT. Emporia Digital Raya was to find out performance of business partners, area leader, main dealer and approval of business partners that have been acquired for the company. This dashboard is made to make it easier for companies and product owners to monitor acquisition, transactions through an integrated and non-manual system to minimize errors. Performance and Transaction Monitoring Dashboard was developed using the initial UI design method to describe all the functions that will be available on the web, then developed with reactJS library and JavaScript language, API, and PostgreSQL as database. The testing phase uses technology adoption with a focus on validity, reliability, and AVE test variables after distributing questionnaires to all website users, internal team of PT. Emporia Digital Raya using quantitative methods by classifying each question in the questionnaire. Then the result is that there are several test variables that are not valid in the validity test because they have an item validity value or the validity of the question variable is below 0.4, then the variable must be removed and retested, and after the second test, the results show that the variable has the above item validity value. 0.4 so it is considered valid. In the first validity test, the variable E was declared invalid due to an error in the classification of the questionnaire and did not represent an indicator, so that the variable E was not included in the next test. In the reliability test, only BI and EE variables have high or acceptable Cronbach alpha values, while FC (poor) and PE (unacceptable) or unreliable due to the incorrect classification of questions on the questionnaire causing the variables to be unreliable to be used in further research. In the correlation test, only PE and FC were significantly correlated with BI, while EE was not significantly correlated due to errors in the classification of the questionnaire so that it did not match the variables. 
Development of School Budget Planning and Revenue Accounting Information System at Kanisius Foundation Surakarta Branch Using Agile Method Novita Delvia; Agus Cahyo Nugroho; G. Freddy Koeswoyo
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.10930

Abstract

Kanisius Foundation Branch Surakarta operates in the education field and covers 38 schools. The school's budget planning and revenue was drawn up at the beginning of the new academic year and reported using the Microsoft Excel application. Some schools have different data formats and structures, which cause data management is not well integrated. Based on these issues, the purpose of this research is to help the Kanisius Foundation Branch Surakarta by developing a School Budget Planning and Revenue Accounting Information System (RKAS), including billing and payment of school fees. This research uses agile methods. The first phase is planning, starting with an overview of RKAS revenue flows, student bills and payment flows. Then compile a Chart of Accounts (COA), create use case and create activity diagrams to design the database design and the basic framework of the program. Then the system is implemented using Laravel, followed by software testing with black box testing. Then the system documentation and deployment. The last stage is maintenance which is performed periodically at a certain time. The School Budget Planning and Revenue Accounting Information System will help Kanisius Foundation Branch Surakarta in management data and make accurate decisions through well-integrated data.
The Use of Augmented Reality Technology in Efforts to Promote Library Books Andre Kurniawan Pamudji
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.12083

Abstract

The abstract of the article is about the use of Augmented Reality technology to promote physical books and increase interest in reading among the millennial generation. The author highlights the challenge faced by libraries in the current era, which is the lack of interest in reading among young people, as reported by data from the Program for International Student Assessment (PISA) in 2019. The author argues that many books designed for children and young people are perceived as unappealing and lack attractive visual elements, which affects their literacy. To address this issue, the author suggests the use of Augmented Reality technology, which combines the real and virtual world, to promote physical books and increase interest in reading. The author cites Snapchat, a popular social media application with over 332 million daily users, as an example of a software that can be used to implement Augmented Reality technology in promoting books.
Designing a Game To Introduce and Educate Computational Thinking Millen Dhita; Erdhi Widyarto Nugroho; T. Brenda Chandrawati
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.5703

Abstract

To prepare for the industrial era 4.0, the education system in Indonesia needs to change, from only providing learning materials to learning that involves students' ability to think creatively. One way to change this learning system is to implement other learning techniques that hone one's ability to be able to think creatively in solving a problem. One of these learning techniques is Computational Thinking or commonly abbreviated as CT. In Indonesia, Computational Thinking techniques have not been widely used in the teaching and learning process, therefore this research is intended to introduce Computational Thinking learning techniques through game media."Take Me Home" is the name of the game developed to support this research, "Take Me Home" is a serious game created to hone and introduce players to Computational Thinking learning techniques, the game "Take Me Home" is made attractive as possible so that players want to play it continuously by using a procedurally generated map players will always get a different form of game level every time they play the game "Take Me Home", having an Endless level also makes players feel challenged to keep playing.With "Take Me Home" it is hoped that players will learn how to solve problems using creative thinking and also get to know Computational Thinking techniques by designing games that are easy, interesting and educational researchers can also see whether the game "Take Me Home" will continue to be useful and players want to play “Take Me Home” in the future.
Designing A Better User Experience: User Centered Design Methods For Digital Art Collection Portals Rika Ratri Anggraeni; Budhi Kristianto
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.11688

Abstract

The use of digital art collection portals and platforms has been growing rapidly in the digital era. However, many users face access and navigation challenges due to the complicated interface and inefficient search system. Therefore, this research aims to optimize the user experience on digital art collection portals by applying the user-centered design (UCD) method which focuses on web-based user interfaces (UI/UX). Calculations of the System Usability Scale (SUS) are used to quantify a system usability. This study focuses specifically on the millennial generation, the primary users of digital art, and identifies the unique challenges they face. By presenting a user-centered design (UCD) based solution, this research makes an important contribution to the understanding of user-centered design (UCD) optimization in the context of digital arts and culture. UI/UX testing shows that the system's usability and user experience have improved significantly. By integrating these insights, digital art collection portals can better meet users' needs and expectations, improve accessibility, and increase appreciation of digital art.
Making an Arduino-Based Trash Disposal Game Isidorus Ivan Kalya Wasistha; Ridwan Sanjaya; FX Hendra Prasetya
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.10427

Abstract

The problem that is going to be finished by the writer was the throwing trash activity where the writer will use Arduino as the tool for making ‘Throwing Trash Game” with purpose for making the throwing trash activity become more fun. On this essay, the writer will use waterfall method because the scope of this essay not really big and there is lot of testing that will happened during the making progress of the game. Overall, the writer wants to give some fun on throwing trash activity  using Arduino as the tool for making game and the writer hopes that the game the throwing trash activity become more fun.
Business Model Canvas for SIEGA Autobox Automated Locker Stephani Inggrit Inggrit Swastini Dewi; Andre Kurniawan Pamudji; Agustina Alam Anggitasari
SISFORMA Vol 11, No 1: May 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i1.11954

Abstract

SIEGA Autobox is an innovative locker system designed to reduce physical interaction during transactions. It was developed in response to the COVID-19 pandemic. The system uses IoT and cashless payments to enable remote control and secure purchases. Initially, SIEGA Autobox was used to assist school canteen businesses that were struggling due to activity restrictions caused by COVID-19. Since COVID-19 has become endemic, the use of SIEGA Autobox lockers must be adapted to the needs of the times. This study aims to find the most effective business model for SIEGA Autobox using the Business Model Canvas (BMC) framework. The research suggests that the most suitable business model involves schools selling products directly through lockers. Based on interviews with Nusaputera National School and Theresiana 1 High School PICs, as well as the generated Business Model Canvas, the most suitable business model involves schools selling products directly through lockers. These products, sold by students, instructors, staff, or parents, typically have a medium to high economic value and a lengthy shelf life. To enhance locker awareness, schools could hold events such as open houses and publicize them on social media. Revenue would be generated through product sales or profit sharing with partner vendors and DBI (Dunia Bayar Indonesia).

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