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
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
Designing Game “Belajar Hanacaraka” As A Javanese Script Learning Media Yonathan Happy Setiawan
SISFORMA Vol 4, No 2 (2017): November 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (261.912 KB) | DOI: 10.24167/sisforma.v4i2.1298

Abstract

This paper discusses the design of games used as a medium of learning. The learning material is about Javanese script, which is taught from elementary to high school. Although it has been taught since elementary school, but not many students have mastered this material.The method of delivering the material used by the lecturers is usually by lecturing so that students become tired and bored, because they are forced to remember without understanding the basic concepts. The lack of an attractive and modern learning tool becomes another obstacle to the difficulty of studying the Javanese script.Games usually used as entertainment, now can be used for learning. Through the game, the learning process becomes more fun. Therefore it will be designed an educational game used for learning Javanese script. But to design the right educational game, research is needed. With the presence of this game is expected players can learn Javanese script material while playing.
Information System of Graduation in Administration and Academic Bureau Soegijapranata Catholic University Albertus Dwiyoga Widiantoro
SISFORMA Vol 2, No 1 (2015): May 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.807 KB) | DOI: 10.24167/sisforma.v2i1.405

Abstract

The development of online graduation system becomes a necessity because it is expected that the graduation registration system can be conducted and finished fast and the data can be straored safelyThe system helps in the process of administration in terms of inspection files and financial report by the authorities more quickly. From the student side of the system is very helpful in checking the online registration process.
Virtual Reality Game Education to Learn Traffic Regulation Andru Deva Lukito; Ridwan Sanjaya; Hendra Prasetya
SISFORMA Vol 4, No 1 (2017): May 2017
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (100.828 KB) | DOI: 10.24167/sisforma.v4i1.1037

Abstract

Abstract – Traffic accident has become number 3 of children death cause in the world according to WHO[1]. Traffic accident that involve children often caused by their own by breaking the law or regulation. Therefor education about traffic regulation and law including traffic sign and its meaning must be given to children early. Because education means process to change a person or a group attitude and behavior in order to make them mature through teaching and training [2]. One of them that can be used is digital media.  One of interactive digital media is digital game, various form of digital game start from 2D, 2.5D, 3D with many point of view and new technology. VR (Virtual Reality) as new digital media where alternate reality exist to test various theory without any real consequences, according to Greenbaum “Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves”[3]. Greenbaum statement before were make VR suitable to test traffic law and regulation and educate kid to obey the traffic sign and regulation without real consequences from real world. This Journal contain the result of using virtual reality as traffic regulation education media. Education material that arranged consisting traffic sign that appear on the road and safety riding gear. Keywords – Virtual Reality, Traffic sign, Road traffic, children, education
Customer and Developers Point of Views to Game Cloning Ryan Susanto
SISFORMA Vol 1, No 2 (2014): November 2014
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (296.394 KB) | DOI: 10.24167/sisforma.v1i2.396

Abstract

Game Cloning is an action of cloning games. This non-ethical action reaps many controversial matters from game customer and developer in game industry. As a result, this action is considered a wrongdoing. However, but not all cases of game cloning are wrong. Many recent games have been rooted from game cloning. In case of game cloning, game developers do not commit something illegal or immoral since they revamp and complement the games they imitate
THE PETS:Game Introduction of Pets in Two Languages Wahyu Febriyanto; Brenda Chandrawati; Erdhi Widyarto
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.736 KB) | DOI: 10.24167/sisforma.v3i2.604

Abstract

Introducing environment is important for children. Included in this environment is the life of living beings such as humans, animals, and plants. The role of parents is needed in introducing the living creatures. One of the living creatures that endeared children are animals, especially the pets. Therefore made educational game The Pets. With the game "The Pets" is expected to help parents to teach the children in learning about pets based on place of living and food. In this paper describes how to design and create introducing pet game based on the type of food and its habitat in two different languages . "The Pets" has the Android platform with a minimum API Level 14 is created using the game engine Construct 2. Using two dimensional model and image with interesting coloring for children, and using the application CorelDraw X4. From results of the survey, "The Pets" can provide new knowledge and can assist children in learning about pets based on place of living and food. Children who previously could not mention animals vocabulary in English, after playing "The Pets" can name them into English.
Evaluation of E-learning Activity Effectiveness in Higher Education Through Sentiment Analysis by Using Naïve Bayes Classifier Eka Angga Laksana; Ase Suryana; Heri Heryono
SISFORMA Vol 5, No 1 (2018): May 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (263.469 KB) | DOI: 10.24167/sisforma.v5i1.1450

Abstract

Sentiment analysis as part of text mining research domain has been being recognized due to the successful implementation in social media analysis. Sentiment analysis methods had intelligent ability to classify texts into negative or positive. Classified texts concluded whole users respond and described opinion polarity about particular topic. Based on this idea, this research took e-learning’s users opinion as object to be measured through sentiment analysis. The results can be used to evaluate the e-learning activity. This research had been implemented in Widyatama University which had been running e-learning activity for several years. Qualitative method by given questioner to users and gather the feedback is commonly used as evaluation of e-learning system previously. Still, questioner doesn’t represent the conclusion about the whole opinion. Hence, it needs the method to identify opinion polarity from e-learning member. The e-learning opinion data sets were gathered from questioner filled by e-learning member included both student and lecturer as participants. The participants gave review about learning outcome after their participation in e-learning activity. Their opinion was needed to describe current situation about e-learning activity. Therefore, the conclusion could be used to make improvement and described few achievements about the e-learning system. The data sets trained by Naïve Bayes classifier to group each user respond into negative or positive. The classification results were also evaluated by a number of particular evaluation metric used in data mining to show the classifier performance such as accuracy, precision, and recall.
Developing the UNPAD SAS (Universitas Padjajaran Statistical Analysis Series) Software Ratna Jatnika; Mustofa Haffas; Hendriati Agustiani
SISFORMA Vol 5, No 1 (2018): May 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (75.059 KB) | DOI: 10.24167/sisforma.v5i1.1172

Abstract

Student in Faculty of Psycho­logy think that Statistics is very difficult for them, because Statistics is viewed as a hard science than Psychology which is viewed as a soft science. Various attempts have been made to improve student atti­tudes toward statistics, so that student ha­ve more positive attitudes. One of the ef­forts is to transform the curiculum of Sta­tistics in Faculty of Psychology UniversitasPadjadjaran by adding SPSS (Statistical Packages for Social Sciences) practicum courses since 2009. There are a variety of data analysis con­tained in SPSS can be used for data pro­cessing. However, there are still some sta­tistical data analysis used by students of the Faculty of Psychology that is not ava­ilable in SPSS. The aimed of this research is to develop software namely UniversitasPadjadjaran Statistical Analysis Series, which is statistical data analysis software that consist analysis that does not exist in SPSS or other data analysis software. In this preliminary research, modules are de­veloped only for Database Management and Descriptive Statistics.The software development will be carried out by (SDLC = Software Development Li­fe Cycle). SDLC is a series of step or phase that presents a model for development and lifecycle management software or applica­tions.The resulting software is tested on 144 stu­dents in Psychology Faculty in UniversitasPadjadjaran. The trial results showed that the software is most appropriate and "user friendly" software.
Paperless Mail Office System and Data Integration at UNIKA Soegijapranata Albertus Dwiyoga Widiantoro
SISFORMA Vol 5, No 1 (2018): May 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (224.306 KB) | DOI: 10.24167/sisforma.v5i1.1526

Abstract

Paper-based correspondence has many constraints on sending, receiving, and filing. The filling makes it difficult to search document.  The purpose of this research is to facilitate the process of sending, searching, and integrating data and documents. With electronic-based office mail is expected to reduce paper usage. Application development methods using the SDLC method consist of system investigation, analysis, design environments, testing, training, and transition, operation and maintenance.Electronic-based office mail is able to solve many problems regarding the mail system such as speed of delivery, filing, and searching of documents. By utilizing the database system, documents can be stored well and integrated. It's cannot eliminate the use of paper. The main reason is the habit of employees needed paper evidence in their work
Promote Folksong Use Game Based On Augmented Reality Baskara Arya Pranata; Ridwan Sanjaya; Albertus Dwi Yoga W
SISFORMA Vol 5, No 1 (2018): May 2018
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (228.49 KB) | DOI: 10.24167/sisforma.v5i1.1029

Abstract

Abstact- folk songs in indonesia's is wealth cultural heritage most of our ancestors. In this modern era narrower the knowledge of their own folk songs due to the influx of foreign cultures.               Augmented is a new technology to display digital visual in the real world. This technology is very interesting when applied in the field of entertainment. This Research Report contains about how to create a game titled Tembang which aims to preserve the songs of the region that originated from the Indonesian. In this game will provide information about the local songs along with their origin, packed in Augmented Reality technology, with challenge quizzes, and there is a gift feature to make players interested in completing the game.

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