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 5, No 2: November 2018" : 6 Documents clear
A Learning System Design Based on Digital Technology Utilization Lianly Rompis
SISFORMA Vol 5, No 2: November 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (154.668 KB) | DOI: 10.24167/sisforma.v5i2.1156

Abstract

Digital technology in Indonesia, especially in Manado, begin to grow very rapidly followed by the availability of adequate technology market, better financial economy, and high enthusiasm from the local people, mostly academic educators. Supported by the existence of network based technology, it is mostly expected that the process of transferring information and learning in classroom will be easier and no longer become great problem in the future. People will acceptdigital technology not as a threat, but cultivate and utilize them for the improvement of human civilization, while keep maintaining respect to traditional learning and manual opinions and analysis because after all those concepts are merely the best. This paper based on author experience, observations, and reviews, offers solutions to utilize digital technology for developing aneffective learning process. The research methods are literature study, analysis taken from personal experience, system design, and future implementation. The results of this research givesperspective to design a learning system in a proper way, using digital technology individually or integrated, which will also support research activities and improve good digital technology products designed and produced by people of Indonesia and other Nations.
Green Mission Game for the Forest Preservation Campaig Nuryanti Nuryanti; Ridwan Sanjaya; Hendra Prasetya
SISFORMA Vol 5, No 2: November 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (611.798 KB) | DOI: 10.24167/sisforma.v5i2.1027

Abstract

Forest have an important role for living thing, like human, animal, or plants. For example, forests play an active role in the availability of water sources that participated maintain food security for living beings and the largest supplier of oxygen. However, the lack of human consciousness in maintaining forest ecosystems resulted in the emergence of several threats that cause forest destruction in the form of deforestation and degradation include illegal logging, forest fires, forest conversion for plantations and industries [3]. With game application: Green Mission, it is be expected to be one of the solutions and can answer the problem for dealing with the forest damage. Application Green Mission is supposed to educate about the importance of conserving forest by planting trees. In this game, players are directed to resolve some of the challenges in the form of putting out fires, replant the forest bare, and drove the actors of deforestation. The concept in an adventure game is supposed to give a pleasant impression beside to educate player. 
Developing Social Interaction Skills with Game Technology Lidya Oktorina Kusuma Sakti; Septyana Hardianti Yunanto
SISFORMA Vol 5, No 2: November 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (284.386 KB) | DOI: 10.24167/sisforma.v5i2.1699

Abstract

Socialization is an essential process in human living. Human is a social creature which can not living without the help of others, so human needs friends to communicate and interact with each others to make a living better. Through a socialization, human can build good characters to care with others and theirs social life circle. Nowadays, game technology have already fast and sophisticated. People use game not only for entertainment media but for education media and media to prevent social problems in the society. With game technology, game will be expected to reduce lack of socialization in the society. It can help someone to open his/herself and develop social skill with interacting in social society using social feature in the game.
Finding the Nearest Blood Donors using Dijkstra Algorithm Md. Sabir Hossain; Nayan Das; Muhammad Kamrul Hossain; Md. Al-Hasan
SISFORMA Vol 5, No 2: November 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (211.354 KB) | DOI: 10.24167/sisforma.v5i2.1709

Abstract

Now-a-days frequent mishaps like the road accident or other life-risking accident leading to operational emergencies are increasing day by day and the blood donor for such victims or patients are very hard to find in a short period. Sometimes it is really tough to collect the blood of the same group from the relatives of a patient in dying moments. The main objective of this work is to make a connection with these two groups who are in need of blood and who are willing to donate. We have determined the shortest distance between blood seeker and blood donors using the Dijkstra Algorithm. Anybody can contact the nearest blood donor of any group in a particular area quickly. By implementing this idea, the harassment of the victim can be lessened and so many lives can be saved.
Designing Tommy and Pokina Educative Language Game Software: a Transnational Popular Culture Project Ekawati Marhaenny Dukut; Christine Ayu Wulandari; Thecla Brenda Chandrawati
SISFORMA Vol 5, No 2: November 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (220.627 KB) | DOI: 10.24167/sisforma.v5i2.1755

Abstract

Products of popular culture are many. One of those is educative language game software. Not only is a game useful in combating boredom, but a game can increase someone’s education capability. The PC (personal computer) a TOEFL-like game software created by the researchers applies the American TOEFL (Test of English as a Foreign Language) as a basis of the game.  It has transnational qualities because it integrates some local Indonesian culture into an American based English competence test. Being a transnational product, the game induces creativity for a number of Indonesian-English students to have a global imagination. The popular culture product named Tommy Pokina language game software is an educative game produced for 8th grade students studying at Junior High School. In designing the game, the method of symbolic analogy with the use of simple objects becomes the main characteristics of the game. In its visualization, the design process makes use of not only particular graphics, visualization effects, typography and interface; but also a number of other aspects. The aspects include the object’s illustrations, viewpoint, composition, and layout in developing the game’s visualization. These aspects are found to be valuable in designing the game.
Business Innovation in Phoenix Dancer Company Semarang through YouTube Channel Maria Veronika Dhianita Oktavia Indratno
SISFORMA Vol 5, No 2: November 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (126.965 KB) | DOI: 10.24167/sisforma.v5i2.1727

Abstract

In dynamic technology era, a company should use a new innovation.This innovation can improve the competitive advantage, expand the market reach, and also have a new source income. Phoenix Dancer which is already spend 10 years of operation, should take a new innovation in their company. Their old way through participating in the IKAPESTA exhibition is doesn’t bring a good impact anymore. Phoenix Dancer Semarang need a new way so that they can  improve their competitive advantage, expand the market reach, and also have a new source income, and all that goal can be reach using YouTube Channel. YouTube Channel is suitable for Phoenix Dancer Semarang because they are a services company that provides dancing in their customer wedding, gathering, or birthday. This research also take feasibility analysis to knowing that the innovation is feasible or not. This research is using mix-method, and use YouTube Analytic review data to answer the question research, and also observation and further analysis. The conclusion in this research is through YouTube Channel Phoenix Dancer Semarang can improve their competitive advantage in terms of originality content, but not in communication and creativity. They also succeed expand their market reach, but didn’t succeed in making a new source income from YouTube Partner. The feasibility analysis result tells that this innovation is feasible enough to improve and developed more in terms of financial income and operational activity, but not feasible in making new source income for their company.

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