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 175 Documents
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.
The Effect of Internal Organization Factor and Legal Protection on User Intention of Whistleblowing System with Internal Control as Moderation Variable Theresia Dwi Hastuti; Ridwan Sanjaya; Benediktus Danang Setianto
SISFORMA Vol 10, No 2: November 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v10i2.11694

Abstract

This research aims to analyze the influence of perceived organizational support, commitment to the organization, locus of control and law enforcement on whistleblowing intentions with internal control as a moderating variable. The sample for this research was the university academic community who live in Semarang, Central Java, Indonesia, totaling 246 people. This study investigates the motivations of university whistleblowers with the notion that as establishments are required to uphold sound governance practices, colleges ought to be free from fraud. Apart from that, research related to whistleblowing and legal protection moderated by internal control systems at universities is still underrepresented in Indonesia, so this moderation model is the originality of this research. The results of this study show that while organizational commitment, organizational support, and law enforcement have little impact on whistleblower intentions, locus of control does. The impact of legal protection on the desire to come out as a whistleblower may be mitigated by the internal control system. However, the impact of organizational commitment, support, and locus of control on the desire to become a whistleblower cannot be mitigated by the internal control system.
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.
READINESS ANALYSIS OF OVO DIGITAL PAYMENT IMPLEMENTATION AT COFFEE STORE USING THE TECHNOLOGY ACCEPTANCE MODEL (TAM) METHOD ( Study Case: Kontekstual Coffee ) Muhammad faiz rizza mubarak; Sarah Astiti S.Kom., M.MT; Resad Setyadi S.T.,S.Si.,MMSI
SISFORMA Vol 10, No 2: November 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v10i2.4377

Abstract

Digital payments are a new technological development as financial technology (Fintech). The purpose of this study is to analyze readiness and find out influencing factors _ the level of use of OVO as a digital payment tool in the context of coffee with use TAM variable perceived usefulness (PU) , perceived ease of use (PEU), Atittude Toward Using (ATU), Behavioral Intention (BI). The analysis model of this research uses the Technology Acceptance Model (TAM). Retrieval technique sample used is technique sample convenience. While the data obtained in the form of primary data because data collection is done with method spread online questionnaire. As much 50 results questionnaire accepted and all could processed by researchers. Data analysis is carried out with use technique analysis using statistical product and service solutions (SPSS) programs. The research results obtained is PU, PEU, and ATU have positive influence to BI, as well as PU and PEU have positive influence to ATU.
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).
Designing a Blockchain-based SME transaction model using the Federated Byzantine Agreement to shorten transaction validation times Bernardinus Harnadi; Erdhi Widyarto
SISFORMA Vol 10, No 2: November 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v10i2.11698

Abstract

Since the world experienced the Covid-19 pandemic, the role of MSMEs in the e-commerce sector has grown rapidly and contributed 50% of Indonesia's GDP. However, investors and some consumers still underestimate MSMEs. They have a low level of trust in MSMEs. This is due to the lack of a transparent system so that cases of fraud against MSME products often occur. This issue of trust and transparency needs to be resolved with technological solutions. One technology that can solve this problem is Blockchain. However, currently there are still validation problems if it is to be implemented in MSMEs. This research aims to resolve validation time constraints in the implementation of MSMEs. This research builds a Blockchain-based MSME transaction model using Federated Byzantine Agreement (FBA) algorithm to solve validation time problems. The result shows that FBA is able to complete transactions with the fastest validation time compared to Proof of Work (POW), Proof of State (POS), and Proof of Authority (POA).
Analysis of Acceptance of E-Wallet Technology using UTAUT 2 Haryo Putro Ramiaji; Ridwan Sanjaya
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.v11i1.10667

Abstract

The Unified Theory of Acceptance and Use of Technology (UTAUT), which explains a person's interest in utilizing information technology and subsequent user behavior, is commonly employed when a new technology is introduced, regardless of whether people can embrace it. UTAUT is an evolution of the Technology Acceptance Model (TAM). One new technology that needs to be evaluated and is widely used in today's society is the ewallet or electronic wallet. Many payment transactions currently use e-wallet technology either directly to stores or buying and selling online. Of course, e-wallet usage cannot be separated from internet use. In Indonesia, the largest internet users are the millennial generation. This study aims to identify the ewallet technology acceptance characteristics that influence reuse among the millennial age by reviewing academic publications that examine the application of UTAUT. Because e-wallet technology influences reuse in the millennial age, this analysis concludes that there is a chance to develop and deploy UTAUT for its acceptability. 
Personnel Information System Strategic Planning Using the Ward and Pepprad Method (Case Study: SMP N KARANGPUCUNG) Farid Arifin; Dwi Mustika Kusumawardani; Fahudin Muktiwibowo
SISFORMA Vol 10, No 2: November 2023
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v10i2.8303

Abstract

Information Systems (IS) now have a very necessary use for agencies in business activities. The role of SI in the business contribution of agencies that have implemented IS management in their business activities, namely the education office. Strengthened by Law Number 20 of 2003 concerning the National Education System where facilities and infrastructure are needed to support education to become more systematic and to support learning and administration in education. The education sector that uses information systems in carrying out its business is SMP Negeri 1 Karangpucung. Based on interviews conducted with Mr. Asep Ibnu Aryapapilaya as the information system data manager for SMP Negeri 1 Karangpucung, argues that the information system that is owned is more focused on the field of staffing where there are problems, namely IS has not been integrated with one another, causing data redundancies and hampered service processes due to SI not working effectively. If there is a problem, SMP Negeri 1 Karangpucung, especially in the field of staffing, requires planning an information system strategy using the Ward and Peppard method to produce a future information system strategy plan document by recommending future information systems that need to be retained, optimized, developed.
PeduliLindungi Usability Evaluation Using Usability Scale (SUS) Kristophorus Hadiono; Agnes Widyaningrum; Uswatun khasanah
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.v11i1.11955

Abstract

Technology advancement is inevitable. During COVID-19 pandemic, Indonesia was like other country, the government try to protect its people and still consider on how the economy can keep running. During that situation, the PeduliLindungi application is developed and used for monitoring and recording of people's healthiness. The PeduliLindungi application was used by broad range of people's, devices, and capabilities. In order to achieved its performance, it raises a need to see the usability of the application. One of popular test on usability is by implement the SUS method. This research got 260 respondents feedback using SUS questionaire and gives results of that fall into "GOOD", "OK", and "POOR" category. The SUS score was 49.24618 which fall into "OK" category. It can be said that the PeduliLindungi application can serve its purposes.