Sisforma: Journal of Information Systems
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
Wisata Budaya Jawa Tengah Games As A Means Of Preserving The Culture Of Central Java
Christine Ayu Wulandari
SISFORMA Vol 4, No 2 (2017): November 2017
Publisher : Soegijapranata Catholic University
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DOI: 10.24167/sisforma.v4i2.1171
Indonesia has a cultural diversity in each area, one in Central Java as the existence of a tradition of Dugderan, Semarang and Ruwatan Rambut Gimbal,Wonosobo. But the growing globalization era resulted in the mindset of the society be affected which can have an impact such as forgetting the culture itself so that it can ignore the Indonesia cultural heritage asset. The result of the neglect of cultural relics is the claim that ever happened in Indonesia as Reog Ponorogo, Wayang Kulit. See the importance of the efforts in heritage preservation then performed with a way that can be introduced and as a medium of instruction, will be a cultural heritage with the theme of cultural traditions through Central Java games mobile. Game not forever impacted negatife but can be used as an interesting learning media can be called Educational Games
Mobile Game Effectiveness for Game Enthusiasts Who Have Little Spare Time to Play Games
Nuryanti Nuryanti;
FX Hendra Prasetya
SISFORMA Vol 2, No 1 (2015): May 2015
Publisher : Soegijapranata Catholic University
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DOI: 10.24167/sisforma.v2i1.404
The development of technology continues to increase. As well as the development of game that pamper the player. But on the other hand,with the increasing development of technology, gamers demand will also be higher as well. As example, technological devices to play games should be more practical, light, and easy to carry anywhere. This paper will discuss about the effectiveness of mobile game for game enthusiasts
Wana Warrior Game as Animal Rescue Campaign Media
Adit Rama Putra;
Erdhi Widyarto;
Albertus Dwiyoga Widiantoro
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University
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DOI: 10.24167/sisforma.v4i1.1040
Indonesia is a nation which rich of biodiversity. Various vegetation and good supporting climate make Indonesia a comfortable homeland for some specieses. Deforestation and illegal hunting threatened some speciecess. Seeing that situation, there are many ways to avoid that , one of them is using game as the media.Wana Warrior is a game used as education media of animal saving. The concept of this game is using game as the medium for conveying the information through design and gameplay which attract the players and they can learn without they realize from the provided information. Using Agenda Setting theory, provided informations are selected important issues. So players are focused only on provided issues. The result of the research shows “Wana Warrior” game can educate people about animal biodiversity, especially, in Indonesia.
Strategy to Avoid Negative Perception on Game
Yedija Prima Putra;
Hendra Prasetya
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University
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DOI: 10.24167/sisforma.v1i1.90
In the beginning, games are made to provide entertainment. But, with the interesting entertainment, some game developers use that just for their own benefit. Moreover, many of them including elements of violence and pornography on their games. That is just only to make more profit for them. Thats why some parents are anxious and have a bad view of games. But, not all of the games have elements of violence and pornography. Some of developers make game which is including educational value. "Crazy Machines 2" is one of many games which has educational value. This is one of the ways to Avoid Negative Perception on Game. Key Word : game, creativity, strategy, avoid negative perception
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
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DOI: 10.24167/sisforma.v3i1.621
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.
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
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DOI: 10.24167/sisforma.v2i2.619
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.
Graphic Design Of “Green Mission” Education Game Using Software Based On Vector
Nur Yanti;
Ridwan Sanjaya;
FX. Hendra Prasetya
SISFORMA Vol 4, No 2 (2017): November 2017
Publisher : Soegijapranata Catholic University
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DOI: 10.24167/sisforma.v4i2.1297
Educational game is a digital game in its design using the elements of education and in it support teaching and learning by using technology that is interactive media. Generally an educational game has a fun look, an easy-to-use menu, as well as color combinations that are used that are GUI-based (Graphic User Interface) so as to create appeal to users. Because it is undeniable that the human brain tends to more quickly capture learning through visual images rather than writings. Therefore, graphic design of an educational game becomes one of the important points. Software applications become one of the solutions in making game design, one of which is a vector-based software applications. There are various software that can be used in accordance with the function and usefulness of each. But in general the way the software works almost same.
Game for Children with Special Needs
Kwee Andreas Setiawan Suhono
SISFORMA Vol 1, No 2 (2014): November 2014
Publisher : Soegijapranata Catholic University
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DOI: 10.24167/sisforma.v1i2.400
In this paper, the writer discussed how to use media game which can cure someone affected with autism. Autism itself is a disorder that affects the brain, so that patients have a difficulty to communicate and relate to others. There are several factors that cause the emergence of diseases such as autism, that is, genetic factors, psychological factors, as well as food poisoning during pregnancy. In this case, the writer interviewed one of the teachers at the center of therapist in order to find out how to cure autism by using media game. The writer expected that by using the media game, people can recover from autism.
"LET'S CLEAN UP" a Game for Childrens Hygiene Learning
Nurvianto Nugraha Putra;
Hendra Prasetya;
Dwiyoga Widiantoro
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University
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DOI: 10.24167/sisforma.v3i2.855
Health is an absolute need for all human beings. When healthy, the human body can perform all activities smoothly. So we should always keep good hygiene themselves and the environment in which we live. Education about hygiene should be taught from an early age. So that children can understand the importance of maintaining hygiene for health. In addition to media learning through formal education, alternative media can be used as a medium of learning for children. Then designed game "Let's Clean Up" the theme of hygiene to children by using the application Construct 2. The objective of this study was to design a medium of learning about hygiene through games
IMPACT ANALYSIS OF THE CAPABILITY ON STRATEGY VIA OTHELLO GAME
Jeremy Albert Novaryan;
T. Brenda Ch.
SISFORMA Vol 1, No 1 (2014): May 2014
Publisher : Soegijapranata Catholic University
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DOI: 10.24167/sisforma.v1i1.86
Othello is a game that is already antiquated, but the game is still played by many people. Othello game is played by 2 people. If you want to win over the opponent, you must have a good strategy so that all the pieces on the board into the color of the chip.Each player would continue to seek a new strategy to make the pieces multiply. Under these conditions, will result in job terstimulasinya brain to strategize. This of course has an impact on the development of creativity in the organization's strategy.This study was conducted to prove that the game Othello is able to train its player in developing strategies. The results showed that in the Othello game, players are able to train level strategy if he plays continuously. Automatically, playing the game of Othello can stimulate the brain so as to improve the ability to strategize.Keyword Strategic,thinking, critical thinking, tactic