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 6 Documents
Search results for , issue "Vol 3, No 1 (2016): May 2016" : 6 Documents clear
Game Concept for Seual Child Abuse Anticipation Fajar As'ari; Ridwan Sanjaya; Hendra Prasetya
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (282.838 KB) | DOI: 10.24167/sisforma.v3i1.610

Abstract

Sexual child abuse are direct or indirect action from people who is older than children are. People whose close and known by children 90% of them are being sexual child abuse offenders. Sexual child abuse preventive measure delivered through sexual education by media such as pictures, comic, and video. Create this media as a tool to guide parents to teach their children to keep them safe from child sexual abuse.Parents could choose video that provide animation with stories detailing and watching together with their child, or accompany children and tells story through comic and spending time together. Alternatively, by playing education game, children play it and parent accompany them, explain the story in the game, and enjoy the animation on the game.This research will discuss about drafting a game as a media to prevent sexual child abuse. Formulate appropriates story for children and information that will be presented in the game. Reviewing literature and media that already exist about sexual child abuse and the way to prevent it are materials gathering process. Discussion also has done with psychologist and childrens sex education expert to confirm literature review results, also to formulate games for children.
"Smart Puzzle" Game Helping Children Learn to Read Septyana Hardianti Yunanto; T. Brenda Chandrawati
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (299.743 KB) | DOI: 10.24167/sisforma.v3i1.677

Abstract

The game is one of the media for learning. One of the games that can be used as media of instruction is "Smart Puzzle" games. "Smart Puzzle" games are educational games are used as tools to teach reading to kindergarten with a game concept devised letters tailored to a different picture in each parts. This game is distinguished into three categories, namely category animals which consists of 10 stage and 2 mini games, a profession category consists of 10 stage and 2 mini games and family categories that consists of 6 stage and 1 mini games. "Smart Puzzle" game has 4 components of games as a medium of instruction. 4 the game components, including drafting letters, complete the picture, match the job with their workplace and learning family tree. With the 4 components of this being the excess of the game "Smart Puzzle" compared to other reading games.
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
Dorang (Dolan Semarang) Game Solution to Introduce Semarang Municipality and Semarang Regency as Tourist Attraction Lidya Oktorina Kusuma Sakti; Brenda Chandrawati
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (337.573 KB) | DOI: 10.24167/sisforma.v3i1.632

Abstract

Abstract- Tourism is the departure of a person in a short period of time into a tourism site with the intention to relax and refresh the mind. Tourism will feel convenient if visiting the tourism site that have fun attractions. One of the city that has many attractions is Semarang city and Semarang regency. Semarang city and Semarang regency has a natural attractions, social and culture, travel games, agro tourism, and culinary tours. According to a study, 64% of 30 respondents who are domestic travelers from 15-30 years old, did not know the information of locations from the tourism site in Semarang city and Semarang regency. With the little knowledge from domestic travelers, DORANG (Dolan Semarang) is made so that this game can be used as a guide to travel and as a media promotion of these attractions. This game contains travel map of Semarang city and Semarang regency along with the information of tourism sites. After respondents are finished playing this game, they will be known better about the information of tourism sites in Semarang city and Semarang regency and also more recognizing these attractions.
Making Education Game to Choose Healthy Snacks for Children Vania Wahyu Febriani; Brenda Chandrawati; Dwiyoga Widiantoro
SISFORMA Vol 3, No 1 (2016): May 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (168.127 KB) | DOI: 10.24167/sisforma.v3i1.621

Abstract

One of the learning media is games. Games that can be used as a learning tool can be called as education games. Because children like games, games can make positive effect for them. Children can study while playing games.Education game that have theme about snacks for children still rarely be found. Unfortunately, children from elementary school have a habit to buy and eat snacks without paying attention to snacks hygiene and health. With this reason, education about choosing hygiene and healthy snack for children made. The aim for this games is to make children more careful about choosing snacks that they will eat later.In this paper, there will be explained about how to make education game about snacks and with proof if this game can be used as an education tool to educate children about snacks.
Utilization of Technology as Promotion Media of Cultural Tourism in Central Java veinta sonrizky mayo; Ridwan Sanjaya; Dwiyoga 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 (84.146 KB) | DOI: 10.24167/sisforma.v3i1.607

Abstract

Tourism is one industry that is growing rapidly. Lots of models are offered and one of them is cultural tourism. One example of cultural tourism is a temple and a museum. In addition to the introduction through the temples and museums, the government's approach to conduct activities such as Dieng Culture Festival. Within these activities, the public can know more about the traditional ceremonial and moral values of Dieng. However, interest in the festival began to decrease each year. That's because the lack of a media campaign that resulted in people becoming not know and less concerned about the cultural tourism. If it continues, the cultural attractions such as museums will sink and disappear eroded by age. In this study, will discuss ways of promoting cultural tourism through the use of technology so that cultural tourism can be known internationally

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