microsoft word 1 1297_nuryanti graphic design of green mission education game using software based on vector proofread by graphic design of green mission education game using software based on vector sisformavol.4 no.2november 2017 : 1‐6 1 graphic design of “green mission” education game using software based on vector nuryanti information systems department, faculty of computer science soegijapranata catholic university, indonesia yanti7566@gmail.com ridwan sanjaya information systems department, faculty of computer science soegijapranata catholic university, indonesia ridwan@unika.ac.id fx. hendra prasetya information systems department, faculty of computer science soegijapranata catholic university, indonesia hendra@unika.ac.id abstract –an educational game is a digital game in which its design uses the education elements and it supports teaching and learning by using technology of interactive media. generally, an educational game has a fun look, an easy-to-use menu, as well as color combinations that are used by guibased (graphic user interface) so as to appeal the users. 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 application. varioussoftware applications can be used in accordance with the function and utility, but in general the way the software works almost same. keywords: educational game, software, vector i. introduction an educational game can build character and convey information as games currently become one part in the life of people ranging from children to adults. based on a study, the game industry begins to lead educational values. it is intended that in playing the game is not only entertainment solely obtained but the element of knowledge as a value added. one of the games to be designed is titled “green mission”. the game is a forestry theme that takes concrete concepts of the current state of forests where many fires and forest destruction occur which lead to a decrease in forest cover. the design of this game focuses on fire fighting, forest replanting, and prevention of logging. the design is done using vector-based software where the use of this type of software applications is quite easy. ii. theoretical foundation 2.1 educational games and benefits educational games have a variety of benefits that can be obtained by users, including: [1] a. providing interactive elements that can stimulate the learning process b. allowing players to experience new things such as increasing curiosity and challenges so as to stimulate in the learning process. c. equipping players with technology and helping overcome technophobia in order graphic design of green mission education game using software based on vector sisformavol.4 no.2november 2017 : 1‐5 2 to eliminate gender imbalances in using it d. helping develop skills in it field e. being used as a simulation that allows players to engage in activities f. providing entertainment as it was during childhood because it can suspend reality in game play. 2.2 education game criteria according to malone and lepper, there are 4 key characteristics to formulate education, namely: [2] a. challenge a game must have a level of difficulty where the design must have short-term and long-term goals, have uncertain outcomes, and have constructive and constructive feedback. b. curiosity there are two forms of curiosity: sensory curiosity which is enhanced by audio variability and visual effects as well as cognitive curiosity in which players feel shocked and interested. c. control control is the determination of fate. contains elements of possibility (must provide a responsive learning environment), choice (has some aspects of choice in the learning environment), as well as power (produces strong effects for players). d. fantasy it covers emotional aspects, cognitive aspects, and endogenous aspects 2.3 graphic design it is a form of visual communication that uses image media to convey an information or a message more effectively by taking into account aspects of function, aesthetics, etc. so that information can be conveyed. graphic design art includes cognitive and visual skills, including typography, illustrations, photography, image processing, and layout. [3] 2.4 vector-based software there is a variety of graphics software applications. one of them is vector-based software. the vector itself is an image composed of lines and geometric shapes (curves) that are independent resolution (the image remains good regardless of the resolution). even if it is enlarged, it still does not diminish its quality and the image remains clear. the size of the resulting file is small. [5] 2.5 coreldraw x4 it is vector-based image processing software developed by corel, a canadianbased software company. x4 version itself was released in 2008. some of the facilities provided include:[4] a. cropping facility to cut the object area quickly b. table facility to create a table c. smart fill facility to quickly color an object or more. d. complex star facility to create a very complex star object that looks more varied. e. step and repeat facility to copy the object by specifying the number of copies as well as setting the distance of the copy of the object. f. arrange-order facility to organize the object stack by layer or something else. g. formatting text improved text formatting facility to make easier in setting text formats such as columns, paragraphs, drop caps, bullets, and so on. iii. methods game design is an early activity in game designing. the design can be done with different models for each game to be made. to design the green mission educational game, the steps can be seen in figure 3.1 below: graphic design of green mission education game using software based on vector sisformavol.4 no.2november 2017 : 1‐5 3 figure 3.1 design flow as for the gameplay there are various designs in the game green mission are classified as follows: a. draft opening figure 3.2 draft opening b. design of stage selection figure 3.3design of stage selection c. design of stage 1 figure 3.4design stage 1 d. design of stage 2 figure 3.5design of stage 2 e. design of stage 3 figure 3.6design of stage 3 f. exit design figure 3.7exit design are you sure to quit? graphic design of green mission education game using software based on vector sisformavol.4 no.2november 2017 : 1‐5 4 iv. results in the use of coreldraw x4 application for the design of green mission is made with a simple 2d drawing with the following results: a. draft opening in the opening view, the design is mainly focused on game titles and play buttons. in addition, there is a cross button that serves to exit the game figure 4.1 draft opening b. design of stage selection in the stage selection display, the design is focused on the game name, 3 stages to play as well as the on / off button and the exit button. figure 4.2 design of stage selection c. design of stage 1 the design is focused on 5 islands in indonesia consisting of sumatra, java, kalimantan, sulawesi and papua in locked state and only sumatra island is unlocked for early game. figure 4.3 design of stage 1 d. design of stage 2 in the stage 2 display, the design is focused on the seeds of plants, water, and land. in addition there is a pause and exit button. figure 4.4 design of stage 2 e. design of stage 3 in the stage 3 display, the design is focused on displaying 3 different tree species with oxygen, timer, and pause button and exit. figure 4.5 design of stage 3 f. exit design for outward appearance, the design is focused on the choice of check or cross buttons with customizing colors. figure 4.5 exit design graphic design of green mission education game using software based on vector sisformavol.4 no.2november 2017 : 1‐5 5 v.conclusion the design produces 3 stages consisting of "cegah kebakaran” (prevent fire), "mencangkul/ reboisasi” (plow/reforest), and "cegah penebang" (stop the loggers) with each having 3 sublevels in it. as for the application of green mission design itself using coreldraw x4 software applications. selection of this application is based on the benefits of the resulting image can be resized and shaped so as not to disrupt and reduce the quality of the image design. in addition, the resulting small file size makes it possible to save memory. acknowledgment i am very grateful to the lecturers of information systems department, faculty of computer science soegijapranata catholic universitywho have guided my studies. references [1] m. giffiths, “the educational benefits of video games,” educ. heal., vol. 20, no. 3, pp. 47–51, 2002. [2] t. w. malone and m. r. lepper, “making learning fun a taxonomy of intrinsic motivations for learning,” learn. instr., vol. 3, no. 31, pp. 230–240, 1987. [3] j. enterprise, resep cespleng bisnis desain grafis. jubilee enterprise, 2016. [4] g. pranowo, mastering coreldraw x4. penerbit andi, 2010. [5] “grafis berbasis vektor dan bitmap” www.chabelithstory.wordpress.com. [online].available: www.chabelithstory.wordpress.com/gr afis-berbasis-vektor-dan-bitmap/. [accessed: 24-july-2017]. developing social interaction skills with game technology sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1699 74 developing social interaction skills with game technology lidya oktorina kusuma sakti lidyaoktorina@gmail.com pt. sinar sosro, bekasi septyana hardianti yunanto septyana93@gmail.com data driven systems, semarang abstract— socialization is an essential process in human living. human is a social creature which can not live without the help of others, so human needs friends to communicate and interact with each other to make a living better. through socialization, a human can build good characters to care with others and their social life circle. nowadays, game technology has 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, the game will be expected to reduce the lack of socialization in the society. it can help someone to open his/herself and develop social skill by interacting in social society using the social feature in the game. keywords— game, social interaction skills, social problems 1. introduction socialization is an essential process in human living. human is a social creature which can not live without the help of others, so human needs friends to communicate and interact with each other to make a living better. through socialization, a human can build good characters to care with others and their social life circle. besides the importance of the socialization process, there are people that lack socialization skill. they tend to become someone who closed from outside and preventing themselves from social events [1]. if someone has a lack social skill, he/ she will have a bad character development; they will be difficult to get help from others and think that they can live without others, even they can have a thought that social norms are not suitable with theirs [2]. lack of social skill will have another impact such as psychological well-being, they can get stress because of bearing all of their problems by themselves [3]. nowadays, game technology has 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, the game will be expected to reduce the lack of socialization in the society. it can help someone to open his/herself and develop social skill by interacting in social society using the social feature in the game. 2. method a. definition of social interaction according to peter l berger, social interaction is a process to become a member of the community and participate in the social living with others member in the community. besides of that, according to soejorno soekanto, social interaction is a human process to learn social norm and value, so social interaction can make a human become a part of social living with a member of the community and live based on habit, rule, norm, and value in the community [4]. social interaction is defined by vander zande as a process like thinking, feeling, and behaving to make someone take an effective role in the community [5]. developing social interaction skills with game technology sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1699 75 b. interaction agent 1. family the family is a social interaction agent that is important to develop social interaction in a person. family can give someone emotional support, social norm and comfort [6]. 2. friends friends is a social group that has mutual social interaction [6]. 3. media technology media technology can be used as a communication tool for people. one of the media technology that already grows up is game technology that has a connection with social media [6]. c. definition of game technology according to nilwan, agustinus (1996), from his book “pemrograman animasi dan game profesional” (animation and game professional programming), the game is a computer game which has been made with technical and animation method. beside of that, the game is a complex activity which follows rule and culture and can be played individually or in a group to get the goals [7]. and according to retno (2011), the game can be referred to as a deciding and players action arena; there will be targets that have to be reached by players. the game in real life can sharpen players analysis to process information and action faster [8]. 3. results and discussion a. pet’s island social game pet’s island is a popular mobile social game that can be downloaded via play store. some youtubers in indonesia already reviewed this game. this game has a goal to build buildings on an island. in this game will be provided with a rolling wheel. if we roll this wheel, we will get chips that can be used to buy the building, guessing “jutawan” or millioner that have the more chips, attack other people’s or friend’s island, and we could get “perisai” or shield to defend our buildings from other people. when the wheel is being rolled, the energy in the wheel will decreasing and will increase once a time in 6 hours. beside building islands, there will be a group or clan with a maximum of 30 persons per clan. in this game will have some events and clan can unite and fight and get the top 100 ranks to get the prizes at the end of an event. some other prizes can be got with filling a bottle with other players. in these events can make players learn solidarity so they can get a good rank and get more prizes. figure 1.display the pet’s island social game developing social interaction skills with game technology sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1699 76 b. how to play pet’s island player has to login with a facebook account, and automatically all of the player’s friend on facebook will become player’s friend on the game and connected to others. the main goal of this game is to build all the buildings on one island. every week there will be a new island. a player who wants to build a building must be having chips from spinning wheels. besides building, players have to guard their building against another player using “perisai” or shield that can be got from spinning wheels too. players can steal another player’s chips. every building has the different price of chips according to level, so players have to gather chips as much as they can. in the above picture, we can see the star icon in the left corner. the icon shows the player’s level (on the picture is 2217). this level contains the last island. to wait for a new island, players have to gather prizes from a tree and completing the puzzle to claim the prizes. figure 2. game view to get points and share with other friends figure 3. connect to facebook can play with other friends figure 4. in-game display to build the island developing social interaction skills with game technology sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1699 77 c. the impact of pet’s island game pet’s island game have to make players gather energy and chips to build on islands. energy and chips can be got from completing the puzzle and exchanging prizes from the tree. however, there are some puzzle and prizes which can be hard to get. with this difficulty, the player has to ask help from another player that have to be their friends from facebook or game id. these ways, player can complete the puzzle and get the prize. pet’s island has an official group on facebook that can be their media to exchange items or to ask help on the game. some players can share their tips on how to building faster or asking to join their clan and some others activity from the game. when players are exchanging their piece of puzzle or prizes from the tree, they can practice their skill in negotiation until both of them agree to exchange. players can learn to interact with other players and learn to be a good negotiator to get their need. besides that, using clan players can communicate with others to manage their clan. 4. conclusion pet’s island game can develop social interaction and make players interact with other players because this game needs other players or friends to exchange and reach their goals. players need to find another friend to interact and negotiate with another player so they can acknowledgment lidyaoktorinakusumasakti and septyanahardiantiyunanto is student who received a scholarship from ministry of national education of republic indonesia references [1] alekhine, riswandi. (2017). “apaitu introvert, bagaimana cara berinteraksi dengan mereka?” [online]. available: https://psyline.id/apa-ituintrovert/.[accessed june-28-2018]. [2] agiesta, fellyanda suci. (2017). “inilah yang terjadi jika kamu kurang bersosialisasi” [online]. available: https://www.winnetnews.com/post/inila h-yang-terjadi-jika-kamu-kurangbersosialisasi.[accessed june-28-2018]. [3] (2016). “inidia 8 penyebab seseorang sulit bergaul” [online]. available: http://www.gelombangotak.com/ini-dia8-penyebab-seseorang-sulitbergaul.htm. [accessed june-28-2018]. [4] (2015). “pengertian sosialisasi menurut para ahli” [online]. available: http://www.areabaca.com/2015/12/peng ertian-sosialisasi-menurut-paraahli.html. [accessed june-29-2018]. [5] rainer, dedi. (2017). “26 pengertian sosialisasi menurut para ahli terlengkap” [online]. available: http://www.spengetahuan.com/2017/08/ 26-pengertian-sosialisasi-menurut-paraahli.html.[accessed june-29-2018]. [6] nurullkk. (2017). “agen-agen sosialisasi” [online]. available: https://www.slideshare.net/nurullkk/age n-agen-sosialisasi/.[accessed june-302018]. [7] nilwan, agustinus. pemrograman animasi dan game profesional. jakarta: elex media komputindo, 1998. [8] w. ramansyah, “pengembangan game edukasi ‘aksara jawa’ berbasis unity untuk siswa kelas 3 sdn mulyoarjo 3 lawang.” figure 5. puzzle and tree game display to get points analysis and design of restaurant information system using unified modeling language sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 23 issn 2442-7888 (online) doi 10.24167/sisforma analysis and design of restaurant information system using unified modeling language agustinus fritz wijaya, maylani indah rakhmawati faculty of information technology, satya wacana christian university diponegoro street no. 52 – 60, salatiga 50711, central java, indonesia agustinus.wijaya@uksw.edu, 682015033@student.uksw.edu abstract—this research was done with the aim of facilitating the admin access to process raw material inventory data which outlets and warehouses are located in different cities. the method used is the sdlc method, which is a method that uses several stages in system development ranging from system planning, system analyst, system design, system implementation, system implementation, and system maintenance. the result of this research is a system that can be accessed by admins to facilitate the work process. keyword: restaurant, information system, uml i. introduction with the development of technology in modern age, the land usage in remote areas is even more widespread and more productive. for instance, forests in the mountains used as toll roads, the hills are decorated in such a way as to become tourist attractions, and also vacant lands are used as stores or housing. many people take advantage of this situation to open their businesses in the existing lands. though taking advantage of this situation in modern era is a good idea, some people do not take advantage of the existing technological advances. the side effect of relying only on human resources is that the business owners will be overwhelmed servicing their customers when their businesses at the peak of their activities and when the existing human resources lack of prerequisite capacities. it happens to the business of "hangiri sushi". this business follows the development of this era by introducing and selling of japanese food, taking advantage of the surrounding communities who have not known yet about "sushi". in addition to the enthusiasm of the surrounding community as supporters of the "hangiri sushi" business, the business owner of “hangiri sushi” in fact also needs human resources. with the growing popularity of the "hangiri sushi" business, the needs of human resources also increase because in this business there are 2 job positions, namely outlet management and warehouse management for checking and recapitulating existing stock of goods. to simplify the relationship between the outlet admin and warehouse admin, a system that uses the waterfall sdlc (system development life cycle) method is created, which is a method that uses several stages in system development, including system planning, system analysis, system design, system implementation, and system maintenance. ii. method this research is a qualitative research, which means that data is collected through interviews of the existing data sources. besides, this reseach also uses the waterfall sdlc (system development life cycle) research method, which is a method that uses several stages in system development. the stages in system development which is in accordance with sdlc include the following stages: a. system planning b. system analysis c. system design d. system implementation e. system maintenance it can be described in figure 1. analysis and design of restaurant information system using unified modeling language sisforma: journal of information systems (e-journal)vol. 6 | no.1 |th. 2019. page 24 issn 2442-7888 (online) doi 10.24167/sisforma figure 1. research framework using the sdlc waterfall method 1. system planning at this stage, the author designs a flow diagram from the results of interview to a system running process. it stars from making of use case to activity diagram. 2. analysis at this stage, the author analyzes the needs of outlet and warehouse for websites that can be accessed by the two admins. 3. design at the design stage, the author makes a design and flow of website needed, and the author also recaps the data needed on the website. 4. coding at this stage, the author begins to create a website and database for the website. 5. testing the test stage is the final stage of website inspection to see whether or not it runs according to the designed flow. iii. results and discussion this design uses uml (unified modeling language), which is a language to make use cases and activity diagram. the use case illustrates 2 actors, namely, the admin warehouse and admin outlet. the warehouse admin has all access rights, ranging from adding, deleting and editing of existing goods, and has right to view order data. while, the admin outlet only has access rights to add stock and delete data. can be see at figure 2. figure 2. use case diagram activity diagram there are two parts in activity diagram, namely, the activity diagram of warehouse admin and the activity diagram of outlet admin. the diagram can be described in figure 3figure 9. figure 3. diagram 1 diagram 1 illustrates the activity diagram of warehouse admin whose job is to input data into the system used. in this process, the warehouse admin inputs data and the system directly processes it to enter the database and the result is retrieved in the system. figure 4. diagram 2 diagram 2 illustrates the activity diagram of warehouse admin whose job is to update or change existing data. in this process, the warehouse admin changes or updates data which then the system directly processes it to enter the database and the result is retrieved in the system. analysis and design of restaurant information system using unified modeling language sisforma: journal of information systems (e-journal)vol. 6 | no. 1 |th. 2019 page 25 issn 2442-7888 (online) doi 10.24167/sisforma figure 5. diagram 3 diagram 3 illustrates the activity diagram of warehouse admin whose job is to delete data that is no longer in use or not applicable in the system. in this process, the warehouse admin deletes data and the system immediately processes it to enter the database and the result is retrieved in the system. figure 6. diagram 4 diagram 4 illustrates the activity diagram of outlet admin whose job is only to input data needed to the system. in this process, the outlet admin inputs data and the system directly processes it to enter the database and the result is retrieved in the system. figure 7. diagram 5 diagram 5 illustrates the activity diagram of outlet admin whose job is to input data into the system. in this process, the admin outlet inputs the name of the item to be ordered and the system directly processes it to enter the database and the result is retrieved in the system. figure 8. diagram 6 diagram 6 illustrates the activity diagram of outlet admin whose job is to clear the order list of items to be ordered in the system that is previously entered. in this process, the outlet admin deletes data and the system immediately processes it to enter the database and the result is retrieved in the system. figure 9. diagram 7 diagram 7 illustrates the activity diagram of outlet admin when ordering items. first, the outlet admin opens the web which then the system will display a stock menu of items in the warehouse. next, the outlet admin will order the items and then the system will display the order list again to request confirmation to the customer. finally, after confirming the order, the system will store a list of orders which will be entered in the warehouse admin list. website user interface figure 10 is the display of website used by the warehouse admin and admin outlet. figure 10. main page analysis and design of restaurant information system using unified modeling language sisforma: journal of information systems (e-journal)vol. 6 | no.1 |th. 2019. page 26 issn 2442-7888 (online) doi 10.24167/sisforma figure 10 shows the main page of the sipetok website (stock order information system). on this main page there are several sub menus, namely: a. home = the main display on the website. b. login = the admin id confirmation page before using the website. c. stock list = it contains items in the warehouse. d. more = it displays two sub menus, namely, the order list sub-menu which lists the items that have been selected by the outlet admin and the logout sub-menu that used by the admin when the items are ordered on the website. figure 11 displays the login page where the admin must enter the registered email/id and password. if the admin incorrectly enters the email/id and password, it will remain on the same page, and if successful the admin will be directed to the stock list page. figure 11. login page figure 12 displays a list of items available at the warehouse. on this page, the outlet admin will choose items that are needed by clicking on the name of the item. the selected name of item will go to the order list page. figure 12. list item figures 13 and 14 are order list pages that have been selected by the outlet admin which the list page also has a button for selecting a number of items to be taken. on this page, there is also a shop button which means the shopping process is complete and the selected data will go to the warehouse admin database. thus, the ordering process is finished. figure 13. order list figure 14. order list figure 15 is the logout menu display. on this page, there are 2 buttons, namely, cancel which means the admin will remain on the page and logout button which means the admin exits the website account and he will be directed to the main page. figure 15. logout menu iv. conclusion this system was created to facilitate admin access in processing raw material inventory data. starting from seeing the list of items that are available in the warehouse up to ordering the items needed for each outlet. it is recommended that this system adds data about the amount of stock available on each item in the warehouse. analysis and design of restaurant information system using unified modeling language sisforma: journal of information systems (e-journal)vol. 6 | no. 1 |th. 2019 page 27 issn 2442-7888 (online) doi 10.24167/sisforma references [1] udi, and firmansyah, y. (2018). penerapan metode sdlc waterfall dalam pembuatan sistem informasi akademik. jurnal teknologi & manajemen informatika, 4(1), 184–191. [2] nugraha, w., syarif, m., and dharmawan, w. s. (2018). penerapan metode sdlc waterfall dalam sistem informasi inventori barang berbasis desktop. jurnal sistem informasi musirawas (jusim), 3(1), 22. https://doi.org/10.32767/jusim.v3i1.2 46 [3] irfan, a., arifitama, b., studi, p., informatika, t., trilogi, u., and sekolah, s. i. (2017). perancangan sistem informasi kelulusan berdasarkan tahun akademik di yayasan smp makna bakti 1,2. 3(2), 85–94. [4] whiteley, d., and whiteley, d. (2017). system development lifecycles. introduction to information systems, 8(2), 258–279. https://doi.org/10.1007/978-1-13710325-3_19 [5] wahyudi, a. (n.d.). perancangan sistem menggunakan metode sdlc. 1–11. [6] rahmad, m. a. (2013). sistem informasi berbasis web untuk menunjang promosi jasa foto pada gbu18studio. design of healthy youth edition teens based game sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 64 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.1395 design of healthy youth edition teens based game enggar dwi utami 1 , hendra prasetya 2 , erdhi widyarto nugroho 3 information system department, faculty of computer science soegijapranata catholic univercity, semarang, indonesia enggadwiutami@gmail.com 1 , hendra@unika.ac.id 2 , erdhi@gmail.com 3 abstract— in indonesia, there are many promiscuity cases such as brawl, drug dealers and free sex among students. therefore, the importance of having the social skills to dare to take a firm stance, to reject the negative offer of the environment needs to be owned by a teenager. in addition to the importance of self-awareness, to keep teenagers in indonesia is not easy to fall into a healthy association it is also necessary to help socialize and provide education about healthy association for today's teenagers. through the design of the game teen society, adolescents aged 11-24 years provided education about healthy association through mobile games. keyword— game design, education, healthy association i. introduction intercourse is part of the process of social interaction between individuals to their social environment. there are two kinds of intercourse, namely healthy association and unhealthy association. healthy association is in accordance with social values and norms prevailing in the community and bring a positive influence for one's development. while unhealthy association is harmful to self and others [1]. in adolescence, social intercourse has a great influence, because at that age the strength and importance of friendship and the intensity of time spent with peers more [2]. basically the tendency of teenagers to do negative actions that ultimately harm the future is due to the influence of peers. friends can interact with each other even at risk, for example a teenager is more likely to start smoking when a friend is already smoking. the strength and importance of friendship and the intensity of time spent with peers is greater in adolescence [3]. therefore, for teenagers are not easily affected in a negative environment it is also necessary efforts to help socialize and provide education about healthy association for teenagers today. in line with the progress of technology and information growing, can be used to create media as an effort to help disseminate and provide education about healthy association for teenagers. the purpose of this paper is to design educational media about the healthy association of teenagers packed in the game. ii. literature review a. intercourse interaction is the interaction between people with each other. in the daily social process there has been contact between someone with other people as well as in social interaction occurs the process of mutual influence. intercourse includes the relationship mailto:enggadwiutami@gmail.com mailto:hendra@unika.ac.id mailto:erdhi@gmail.com design of healthy youth edition teens based game sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 65 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.1395 between individuals and groups directly to give effect to the behavior in life [4]. b. kind of intercourse based on the nature of the relationship can be divided into two, namely the association of a positive and negative association: a. positive interaction positive interaction is a social based on values, norms and religions and followed by activities that are positive as well. b. negative interaction negative intercourse is a relationship that is deviating from the boundaries of obligations, rules, demands, culture, terms and feelings of shame [5]. meanwhile according to the theory of sociology, interaction is divided into two, namely healthy association and unhealthy association. healthy interaction is a social interaction that leads to social norms prevailing in society and bring a positive influence to the development of one's personality. while unhealthy interactions are social interactions that lead to behaviors that are detrimental to themselves or to others [2]. c. youth adolescence comes from the latin language is adolescere which means to grow or grow into adulthood. psychologically adolescence is a period in which the age of the individual has been able to integrate with the adult society, the age where they feel no longer under the level of the older people but are in the same level, including in terms of intellectual changes that appear from the way of thinking to achieve integration in social relationships with adults, which is a hallmark of adolescence development [6]. iii. game design in the process of designing the game teen society as a healthy social education game initially conducted data collection through interviews, literature studies and observations about teenage association. next game design by determining the storyline, making game assets and the next process is part game programming, then testing game to check error or bug in game. and if there is an error then re-done until the game is ready to play. gambar 1. design flow iv. design process and result the process of making the game there are several steps that must be passed, namely: designing, asset creation, programming, and testing. by using these stages game creation will become more structured and efficient. a. design the first stage is the design of the game itself. game design includes the determination of goals, themes, until the course of game design of healthy youth edition teens based game sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 66 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.1395 applications. the main problem to be conveyed through teen society game is to improve the understanding of the respondents about the importance of aspects in the healthy association. (1) the financial aspect, aims to explain the importance of saving and managing finances in adolescence through a mini game shopping at the store of grandmother's grant money, (2) social aspect, aims to explain the importance of helping others, through mini-games to grandmother to market, (3) the emotional aspect, aims to teach about the importance of managing emotions in adolescence in the face of problems through mini games quiz manages emotions, (4) physical aspect, aims to teach about the importance of regulating healthy lifestyle through mini shopping game healthy food. (5) the aspect of sexuality, aims to teach about some sexual distortions to be avoided, through mini-games on the subject of sexuality. planning the path of teen society game application is to determine the basic concept of the game itself, the following is the basic concept of teen society game: 1. first, there is a quiz menu selection that contains about a number of questions concerning the problems of everyday life of adolescents and the end result will bring up the score or score obtained based on the aspect of healthy association. the quiz consists of 30 items of questions with two kinds of random answers. points obtained from the choice of selected answers are concerned in what aspects. 2. playing menus that have four kinds of mini games the first game that involves social as well as financial aspects, the second game about healthy lifestyle, then games that contain quizzes about adolescent sexual education, and quiz games about emotions. this mini game is played when the player earns points on quiz games below average. so after the player plays the mini game points on one of the weak aspects will increase. 3. there is also a menu of information that contains glimpses of information about the financial aspects, social, emotional, physical, and aspects of sexuality. b. results in the making of the game requires the existence of an asset. assets consist of all materials used in game making, such as background, button and sound. the game design results are as follows: 1. game quiz in the game the color selection quiz is the dominant color of yellow and orange that shows joy and has a tolerant, investigative and prominent nature [7]. figure 2 is a quiz game show, which consists of 30 questions and appears randomly. the player's job is to solve the question by balancing the five points above. points earned should not be below the average of under 30. figure 2. display game quiz design of healthy youth edition teens based game sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 67 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.1395 2. social games social games explain the concept of mutual help attitude, in this game describes the location on the highway. the player's job is to avoid various obstacles on the road by pressing the buttons to the left and right arrows to avoid obstacles. figure 3 is a social gaming display. figure 3. social gaming display 3. financial games financial game explains about the concept of saving, on display this game describes the atmosphere was in the store or supermarket. the player's job is to manage the money he has in order to save. figure 4 display game financially 4. physical games physical games explain the concept of choosing healthy foods and avoiding fast food. the display of this game describes the atmosphere of players are shopping for food and drinks. the player's job is to avoid fast food, when players press the button to eat healthy then the points will increase, whereas when pressing the fast food button it will pop up the ban and the points will be reduced. figure 5 is a physical game display. figure 5. display of physical games 5. emotion games emotion games explain the concept of how players tend to manage their emotions. the display of this game in the form of quiz games that contain about some examples of cases related to teen emotions and display a pop up that contains tips and tricks according to the selected answer. the player's job is to answer all the questions, after which the player will know the judgment through the star he gets. figure 6 is an emotional game display. design of healthy youth edition teens based game sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 68 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.1395 figure 6. emotion game display 6. sexuality games the game of sexuality explains the concept of sex in adolescents based on prevailing norms in society. display this game in the form of quiz games that contain about some examples of cases relating to teenage sexuality and display a pop up that contains tips and tricks according to the selected answer. the player's job is to answer all the questions, after which the player will know the judgment through the star he gets. figure 7. sexuality games display v. conclusions based on this research, it can be concluded that the design of teen society game requires design stage which is designing game concept, asset creation, programming, and game testing. acknowledgment enggar dwi utami gratefully acknowledged to beasiswa unggulan scholarship support from bereau for planning and international cooperation, ministry of education and culture of indonesia (beasiswa unggulan kemendiknas republik indonesia). references [1] j. vol and e. maret, “upaya meningkatkan pemahaman terhadap materi pergaulan yang sehat pada siswa,” vol. 1, no. 1, pp. 163–173, 2016. [2] m. ihsan, “pengaruh terapan media internet dan pola pergaulan,” tsamrah al-fikri, vol. 10, pp. 103–120, 2016. [3] a. a. nabila, anisa ismi and nugroho, “pengaruh pemberian pelatihan asertivitas terhadap kecenderungan kenakalan remaja pada siswa kelas x sekolah menengah kejuruan (smk) bhinneka karya surakarta,” wacana, vol. 4, pp. 1–36, 2012. [4] s. mahendra, “hubungan antara pola asuh orang tua dan pergaulan peer group (kelompok sebaya) dengan sikap pada siswa kelas xi ips sma negeri 3 surakarta tahun ajaran 2009/2010,” universitas sebelas maret surakarta, 2010. [5] f. n. hamdan, “persepsi masyarakat terhadap pergaulan mahasiswa kost di rt design of healthy youth edition teens based game sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 69 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.1395 003 rw 03 kelurahan cempaka putih kecamatan ciputat timur,” universitas islam negeri syarif hidayatullah jakarta, 2016. [6] e. b.hurlock, psikologi perkembangan, 5th ed. jakarta: erlangga, 1992. [7] s. utami and h. habsari, “aplikasi semiotik & efek psikologis tampilan warna pada rumah minimalis,” riptek, vol. 4, no. 1, pp. 37–44, 2010. cliche: education games for climate change countermeasures sisforma vol.4 no.1 februari 2017 : 17-22 17 cliche: education games for climate change countermeasures fajar as’ari department of information systems, faculty of computer science soegijapranata catholic university (scu), semarang, indonesia asari.fajar@gmail.com viena patrisiane business analyst pt. visionet data internasional, tangerang, indonesia tvxq_cho@yahoo.co.id abstract– game as an education media can introduce, deliver and teach about knowledge by presenting the information that contains education materials through digital game. many subjectshave been adapted game as a tool of media education, like history, arithmetic, etc. social and environmental issues can also be adapted into a game to overcome the issues. climate change, a globally concerned issue, has been discussed in the aspects of causes and impacts. minimizing behavior that can worsen climate change also means minimizing climate change effect. one of education games has been created to educate people about climate change, and to inform about climate change and the way to minimize the effects. this paper will discuss about education games: cliche, a game which explains concisely the cause and some actions to minimize climate change cause through digital game play that will have impact to lessen the climate change effects. keywords: digital game, education games, climate change, simulation game. i. introduction many educational subjectshave been adapted into digital game. history is one of education topics that is already adapted into education games [1]. in addition to history, mathematics also can be adapted into a game for learning[2]. using game as media makes students easier to understand the information that has been delivered through game.this game can be proved as an alternative to education media[1], [2].because the benefit can be as education media, health education game can also be created to teach about appropriate health knowledge and good habits in daily life[3].education about disaster with flood topic that is delivered through computer game was applied in taiwan which was effectively teaching flood and the impact for young generations[4]. climate change, which as a matter of fact climate on earth is not constant, could be warmer and cooler for thousands of years. however, in the past 100 years or so earth’s climate is warmer with the average increase temperature more than one degree fahrenheit. the amount that seems small can cause great impacts on earth[5]. impacts that cannot be underestimated makes climate change as global issues. the climate warming that causes temperature has obviously risen since 1950.this brings about impact on atmosphere and ocean, decreasing the amount of ice and snow, and the level of the sea that risen. human influences through climate change are really obvious and impacts toward human and nature are widespread [6].from the impacts that appear, of course people should realize about climate change and participate in process to minimize impacts and cause of climate change. information about climate change has been delivered through some media to build cliche: education games for climate change countermeasures sisforma vol.4 no.1 februari 2017 : 17-22 18 awareness [7]. game is one of media that can deliver the information. delivering information about what causes climate change and about how to minimize the causes has been summarized into education media: cliché that will be explained in this paper. ii. literature review 2. 1 climate change climate change occurs at the whole earth’s climate, and causes earth’s temperature increasing [5]. this temperature increase is caused by greenhouse gas (ghg) that accumulates since pre-industrial era, also by population and economic rapidly growth, which is higher than ever had. ghg consist of carbon dioxide (co2), methane (ch4), and nitrous oxide (n4o). earth’s temperature escalation impacts on ecosystem and people over the world. however, the impacts worsenthe nature ecosystem. change on climate system also melts ice that elevates the sea level that impacts on water ecosystem [6]. to prevent impacts get worse from climate change, action that is supposed to reduce ghg is required, for exampleusing energy as efficient as possible and using energy from the sun, wind, water, or other clean energy. using less water, turning off the lamp and tv when leaving the room aresome steps to retrench energy. besides that, reforestation and against deforestation to alleviate co2 trapped in atmosphere are important. 2. 2 education games the advanced computer technology produces a research to develop education media to improve students learning process. from several media, digital game has high potential to motivate students[3]. about motivation, education games with disaster theme successfully motivate the student to learn about flood through game-initiatedlearning (gil)[4]. content or subject that will be delivered through game is really important part for education process[3]. in education perspectives, game can be used as vehicle to deliver fact, idea, and to help students to reveal new knowledge[8]. iii. research methodology literature review about climate change and education games has been done to strengthen the foundation about the game that will be discussed in this paper. analyzing the game and gameplay has been done to explain some actions that will minimize climate change causes and impacts that are delivered through game cliché. iv. results and discussion cliché is an education game with theme about climate change that has purpose to raise awareness about the importance to minimize climate change causes and their impacts. this game has 5 levels, and in every level gives players different information for climate change countermeasure. 4.1 game start fig 4. 1 main menu game cliche on game start, it will appear 3 menu choices: main menu : go to level menu before play the game. keluar : quit from game application game cliché informasi : brief information about game cliche cliche: education games for climate change countermeasures sisforma vol.4 no.1 februari 2017 : 17-22 19 fig 4. 2 menu level game cliche menu level consists of five levels that are related with climate change. level 1 : deforestation. level 2 : recycling level 3 : composting level 4 : smart shopper level 5 : cfcs and hfcs in first game, level 2 till 5 are still locked and cannot be opened. to open level 2 players should complete level 1; to open level 3 players should complete level 2 and so on. 4.2 level 1 fig 4. 3 introduction level 1 before level 1starts, it will appear information as opening thatis related with forest. fig 4. 4 level 1 game cliché deforestation is the topic that is adapted in this level. deforestation which impacts on reducingtrees in forest causes co2 that cannot be recycled into o2. in this level, player asked to catch illegal logger before the tree fall. this level informs to prevent deforestation in order to not worsen the forest state. fig 4. 5 level 1 cliche game over level 1 that has time limits to play, when the time is up picture like fig 4.5 will appear and give brief information about forest. two-menu button is prepared to restart the level with button “coba lagi” or go to next level with button “lanjut” or proceed. cliche: education games for climate change countermeasures sisforma vol.4 no.1 februari 2017 : 17-22 20 4.3 level 2 fig 4. 6 level 2 instructions before level 2 is played, instruction will appear to introduce player about waste paper type, and it should be put in grey trashcan or hw/rc waste should be put in blue trashcan. in this level, two waste types are shown to player in order to choose which one waste paper and hw/rc. waste paper comprises newspaper, paper, cupboard, box pizza, tube tissue, cereal box, envelope, and egg board. waste hw/rc is battery, log, wheel, brick, and plastic bottle. fig 4. 7 level 2 instructions (2) level 2 has two stages; every stage in this level has the same gameplay, the differenceon the difficulty level and waste that have various types. first stage, all the trash can be thrown into trashcan, however in second stage not all trash can be thrown into trashcan. in this level, it also applies time limit;a player can get points if he/she puts trash in the right trashcan. besides points, the player can also collect money and this money can be used in level 4. fig 4. 8 level 2 game cliché in level 2,the player learns to choose the trash that makes it easy to recycle or reuse so the trash not contaminate the environment. 4.4 level 3 fig 4. 9 level 3 game cliché composting, players are asked to choose compost materials that match with pictures next to scoreboard. level 3 is continuation of level 2 about waste, if in level 2 about inorganic waste, in this level is about organic waste. processing organic waste into compost has benefit instead of decreasing amount of cliche: education games for climate change countermeasures sisforma vol.4 no.1 februari 2017 : 17-22 21 waste also trash that has changed into compost that can be used as natural fertilizer. 4.5 level 4 fig 4. 10 level 4 game cliché in level 2, in additionto points as feedback, players also get money that can be used in level 4. in level 4 players are directed to use less energy by turning off the lamp if there is no one in the room. moreover, money that players have can be used to buy lamp if one lamp in the rooms is broken. players can buy lamps and if player choose energy saving lamp player will get point bonus. to repair the broken lamp, players need to drag it and direct it into the new lamp. saving energy is a step to prevent climate change impacts get worse becausethe energy sourcesare from fossil or coals burnt that produce co2. 4.6 level 5 fig 4. 11 level 5 game cliché level 5 is still related with level 4, but in this level player should control room temperature with considering the efficiency use of air conditioner (ac) and fan. this level informs players to use ac and fanwisely; it doesn’t mean to turn off the ac but to arrange the ac temperature and fan to circulate ac cold air. ac is one of household electronics that produces cfc/hfc part of ghg that cause climate change. after playing this level, a player is expected to wisely use household electronics that cause ghg to minimize causes of climate change. v. conclusion using game as education media can give positive impact for education itself. giving motivation is one benefit of education games. adapting global issues into a game to inform about the issues is also one of positive sides of education games. cliché game adapts global issues as the main theme, climate change. cliché gives countermeasure information or prevents climate change from worsening. consisting of five levels with each level has purpose to raise awareness that people can participate minimize causes of climate change. level 1 is to prevent deforestation. level 2 and 3 are about waste and recycling, reusing, and composting. level 4 and 5 are about saving energy, informing about using less energy, using less fuel that can cause ghg. acknowledgement fajar as’ari and viena patrisiane are game technology students of soegijapranata catholic university. based on academic excellent, fajar as’ari receives scholarship from ministry of national education of republic indonesia (excellence scholarship of education ministry of republic of indonesia) cliche: education games for climate change countermeasures sisforma vol.4 no.1 februari 2017 : 17-22 22 references [1] n. a. wijaya and r. sanjaya, “history lesson using game as the tool,” int. j. comput. internet manajement, vol. 19, no. 9, p. 6, 2012. [2] v. w. febriani and t. b. chandrawati, “shooting game can be an education games for children,” no. february, pp. 23–24, 2012. [3] h.-y. sung, g.-j. hwang, and y.-f. yen, “computers & education development of a contextual decisionmaking game for improving students ’ learning performance in a health education course,” comput. educ., vol. 82, pp. 179–190, 2015. [4] m. tsai, y. chang, c. kao, and s. kang, “the effectiveness of a flood protection computer game for disaster education,” 2015. [5] d. stillman and d. miller, “what are climate and climate change?,” www.nasa.gov, 2011. [online]. available: https://www.nasa.gov/audience/forstude nts/5-8/features/nasa-knows/what-isclimate-change-58.html. [accessed: 11mar-2017]. [6] ipcc, “climate change 2014 synthesis report summary chapter for policymakers,” 2014. [7] v. patrisiane, “simulasi dan penerapan penanggulangan perubahan iklim dengan media game,” soegijapranata catholic university, 2016. [8] l. botturi and c. s. loh, games : purpose and potential in education, 1st ed. usa, new york: springer publishing company, inc., 2008. sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 35 39 35 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma promote folksong use game based on augmented reality baskara arya pranata, soegijapranata catholic university supertr4mp3@gmail.com ridwan sanjaya, soegijapranata catholic university ridwan@unika.ac.id albertus dwi yoga w soegijapranata catholic university yoga@unika.ac.id abstactfolk 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. keywords: folk song, augmented reality, games, quiz. i. prologue folk songs are songs that were created in a certain area and is often sung by local people who are regional relic in it, usually use the language of the area[1]. but the unfortunate young man currently indonesia is hardly acquainted with its territory of its own. plus there is no means of information support for the introduction of folk songs. but in indonesia there are virtually hundreds of folk songs are no less good with the song–a modern song. in this era, almost the entire community using smartphones. all information and all sorts of entertainment can all be enjoyed from gadget smartphone[2]. therefore authors will use the smartphone as a media play and learn. therefore be invented game guess with augmented reality will provide information and introducing folk songs interactively. created with the theme fun so make all users easily know and remind folk songs. based on the background of the formulation of the problem then as follows: 1. how formulations folk songs game based on augmented reality? 2. how in-game scenario folksongs based on augmented reality? 3. how to reward and punishment in order that players interested will know the folk songs in the game? ii. a review of the literature a few things in mind before making the game, among other things: a. video games video games have a variety of genre or can also be called a range of game types namely sorts – action games, adventure games, fighting games, role-playing games, promote folksong use game based on augmented reality sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 35 39 36 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma simulations, sport games, and strategy games. most people assume that the game it teaches violence and activities that are meaningless. whereas games can also affect the aggressiveness and social sciences, as well as there are many positive things that can be learned. like his thing happening now game simulation is necessary to solve the problem or to conduct research. video games can be used as a very effective learning tool that meets the demands of users who are interested in and involved with the content. b. music of indonesia indonesia music is music that has been adopted and adapted in the past that have spread throughout the area tradition roots area of indonesia. there are two categories of music that exists in indonesia, the first traditional music from different areas, such as music, gamelan angklung, calung, talempong, tarling, and others. then the second, the music that originally from overseas, but has become a community tradition of indonesia, kroncong, dangdut music, malay, and other [3]. c. quis game quiz is a game that can provide facts and information, and offers an easy assessment quiz game helps players to sharpen memory and train the brain [4]. d. augmented reality augmented reality (ar) is often referred to by a combination of virtual objects into the real world. the hallmark feature of the ar itself – is: 1. a joint virtual and real 2. interaction in real time. 3. have a 3d object [5]. e. unity3d unity3d is a perfect choice for the startup, indie developers, and everyone who wants to make their own games. iii. discussion to be able to create the folk song game-based augmented reality and aim so that players are more interested in, things to note are: a. popular game observations education game are already popular is "who wants to be a millionare". this game is a trivia. so which player to answer multiple choice questions that are already provided by the author. b. determination of the types of games from the observations are already made, to create the folk game-based on augmented reality it was decided the kind of trivia quiz game. because many people like trivia quis and easy to play. c. technical game development technically the formulation of gamebased augmented reality folk songs have 3 core subjects will be displayed in augmented reality (ar) is video, 3d models, and folk songs. where in the game will display the area in the song down in video and features a 3d model in appear in augmented reality (ar). to display the ar marker requires as a trigger. in the making of this game needs some software such as unity3d, vuforia, frutyloops, camtasia portable, sai, and adobe photoshop. d. gameplay gameplay folk song game that is where players in require to know folk songs along with the origin, and gathers as much value– the number to be exchanged for gifts. promote folksong use game based on augmented reality sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 35 39 37 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma picture 1. game tembang in this game have an archipelago cruise menu served in augmented reality where players must target camera to books containing images of the map and displays a video of the song. picture 2. jelajah nusantara menu quiz challenging players to answer quiz questions about the song title or the origin areas, when answering correctly will get a value and if the answer is wrong it will reduce opportunity. players only get 3 chances, when chance runs out then the game will be finished. picture 3. kuis the menu of gifts is the place to exchange points gained from the games quiz. each prize has a value of requirements to get him. gifts of theme background where players can change the theme as you wish. picture 4. hadiah e. survey after the game, so researchers did survey testing games and spread the questionnaire to get the data. in this study, targets population data collection is the general public who love to play the game. samples taken as many as 30 people. following is the result from the survey questionnaire is playing games: 1. interesting game-based folk songs based on augmented reality in terms of gameplay? from these questions the answers of the respondents answered strongly agree 83.3%, and the rest is 16.7% answered agree. picture 5. the results of the questionnaire is interesting in terms of the game 2. interesting game-based folk songs based on augmented reality in terms of design? promote folksong use game based on augmented reality sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 35 39 38 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma in terms of the design of 63.3% of respondents answer answer strongly agree, and the rest is 36.7% answered agree. picture 6. the results of the questionnaire attractive in terms of design 3. interesting game-based folk songs based on augmented reality in terms of game flow? in terms of the gameplay results survey 70% answered strongly agree, 26.7% agree, and 3.3% answered don't agree. picture 7. the results of the questionnaire is interesting in terms of the game 4. how your highest value in the game? from the survey results of the highest rated players 80-100 amounted to 6.7%, then that gets the value of 60-80 amounted to 36.7%, then the value of 40-60 amounts to 30%, and the rest are getting value of 5-40 amounted to 26.7%. picture 8. the results of a questionnaire how the highest value in the game 5. how the level of your interest to complete the game? respondents answered very interested amounted to 6.7%, then answer interested amounted to 83.3%, and the remaining 10% not interested in answering. picture 9. the results of a questionnaire completed attraction game 6. how big is your interest in the feature prize in the game? from the menu presents the interest of respondents 20% responded very interested, 66.7% 13.3% interested, answer the answer is not interested picture 10. the results of the questionnaire on the feature attraction gifts 7. are you agree game-based augmented reality can help preserve folk songs? respondents expressed strongly agree of 96.7%, and the rest of 3.3% answered agree. picture 11. results of questionnaire games help preserve folk songs 8. how many songs that you know in the game? respondents answered this question from 3.3% 15-20 knew the songs, then 43.3% know the 10-15 song, 46.7% knowing the 5-10 the song, and the rest are 6.7% know the 1-5 song. promote folksong use game based on augmented reality sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 35 39 39 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma picture 12. the results of the questionnaire several songs in the know 9. how hard is it to play the game? for the makers of this game is made as easy as possible to be played but 6.7% of survey results respondents answer very easily, 66.7% replied easily, 23.3% answer difficult, and the rest was 3.3% answering very difficult. picture 13. the results of a questionnaire how difficult game to play 10. how like you on this game? the result of the survey is arguably all liked this game because of the percentage of visible 26.7% answering very fond, and the rest 73.3% responded like. picture 14. the results of a questionnaire how like this game iv. conclusion in this research, "the formulation of folk forms of augmented reality" that make ar using the software vuforia. target marker using an image map as a trigger to bring up the video clip of the song 3d characters and areas of augmented reality. things to note when the appearance of the ar that is a fairly light conditions in a place or room. then to get a good performance when playback of the videos, each one storing a maximum of augmented reality scene 5 video will be on show. in this study "scenario folk song game based augmented reality" genre trivia quiz, the player must follow the flow of the game in order. to know the folk songs along with the originally present in the archipelago cruise menu presented in augmented reality. then in the quiz menu, the challenge for players how to know the local songs along with the origin to get the best value to be exchanged prizes that have been provided. from the research results of this game survey is very interesting to play. in terms of features, there is a positive answer from the players. this game is also easy to play, then very helpful to preserve the songs of the region in indonesia. v. reference [1] w. purnomo and f. subagyo, terampil bermusik. pusat perbukuan kementrian pendidikan nasional, 2010. [2] s. juraman, “pemanfaatan smartphone android oleh mahasiswa ilmu komunikasi dalam mengakses informasi edukatif,” j. acta diurna, 2014. [3] i. ghozali, “pembelajaran musik berbasis siswa,” fkip untan, pp. 651–663, 2011. [4] k. anagnostou and a. pappa, “video game genre affordances for physics education,” int. j. game-based learn., vol. 1, no. march, pp. 59–74, 2011. [5] t. domhan and k. tit07ina, “augmented reality on android smartphones,” studiengangs, 2010. finding the nearest blood donors using dijkstra algorithm sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1709 40 finding the nearest blood donors using dijkstra algorithm md. sabir hossain sabir.cse@cuet.ac.bd department of computer science and engineering chittagong university of engineering and technology, bangladesh nayan das nayan27@ieee.org department of computer science and engineering chittagong university of engineering and technology, bangladesh department of computer science and engineering chittagong university of engineering and technology, bangladesh md. al-hasan al.hasan.baust@gmail.com department of computer science and engineering bangladesh army university of science and technology, bangladesh 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. keywords— blood donor, blood seeker, dijkstra’s algorithm, shortest path, nearest donor 1. introduction according to the global health observatory (gho) data by who, there were 1.25 million road traffic deaths globally in 2013. the number is incessantly increasing with the increasing urbanization. some of the victims of such mishaps who have plausibility of survival are in need of blood donation and these demands are growing continuously. on the other hand, the number of people interested in blood donation is not so small now-a-days. the main obstacle we face till now is to find the eligible donor nearest to the hospital so that no victim dies in need of blood. the dijkstra [1-2] is a graph search algorithm to find the shortest distance between nodes with non-negative edges of a graph. usually, it checks the entire unvisited node from a single source to all other nodes and updates the information if the total distance is smaller than the previous record. then it marks the particular node as visited. by using the theory of this algorithm, the shortest path can be determined among the donors. that's how the implementation can be done and the problem can be solved. 2. related work the application of dijkstra algorithm is so broad. there are many instances of muhammad kamrul hossain muhammadkamrulhossain@gmail.com finding the nearest blood donors using dijkstra algorithm sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1709 41 implementation based on this algorithm. some related works based on this algorithm are described below: a. risald, antonio e. mirino and suyoto [5] in this work, they used dijkstra and floydwarshall algorithm to find the shortest and closest path to reach a hospital. b. haijing wang, fangfang zhang and peng cui [6] in this project the authors choose this algorithm to choose a parking space by path optimization of a parking lot. they have used the modified dijkstra algorithm. c. alican bozyiğit, gazihan alankuş and efendi nasiboğlu [7] in this research, they have proposed a modified dijkstra algorithm which is more efficient for route planning in the public transport network. d. aram m. ahmed, sarkar hasan ahmed and omed hassan ahmed [8] authors have used the algorithm to implement in a project to find the fastest route to all the tourist attraction places and restaurants according to their particular hotel. e. said broumi, mohamed talea, assia bakali and florentin smarandache [9] authors have proposed an extended version of the dijkstra algorithm to find the shortest path on a network. f. yong zhu, xiaohuan liu and xiaohong yu [10] in this paper, a new method is proposed by the authors to achieve a complete security solution for path optimization. g. mayur parulekar, viraj padte, talkien shah, kalind shroff and rahul shetty [11] in this work, authors have explored the possibilities to let a car move autonomously. direct short-range communication protocol is implemented in this project. h. yan zhang and jun zhang [12] a robust optimization method is applied to select the hub aerodromes in the airline network and the dijkstra algorithm is to improve the solution. similar with this research and project, this algorithm can be used in different sector like composing way selection [13], vlsi routing [14], optimal path planning for aircraft carrier [15] and so on. 3. proposed methodology dijkstra algorithm is the solution of the optimal pathfinding to the single source. both directed and undirected graph with nonnegative weight values is considered for the algorithm. the graphs must be connected to find the optimal result. it will check each unvisited node and update the optimal result. if we consider a country or a city as a graph, for the victim in need of blood, the blood seeker will be the single source and the interested donors of the city will be the nodes. now we have to find the distances between each of the interested donors from the victim and the minimal distance will be determined and shown as an output. we will also consider the status e.g. active or inactive in online to select the best possible users. we have developed an android application to serve the purpose of our work. the main objective is to find the potential blood donors from a particular place. a user can search by their choice. this project can assist to save a life by managing potential donors effectively. it can considerably reduce the time of finding the donors. 3.1 flow chart of the proposed method outline of the proposed method is described: at first, the users have to login to our system using their credentials. finding the nearest blood donors using dijkstra algorithm sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1709 42 figure 01: flow chart of proposed architecture the users can be able to know the donor's specified information. the app will show the quickest result within a short time. the flow diagram is shown in fig. 1. 3.2 algorithm used we have calculated shortest distance between the blood seekers and donors using the dijkstra algorithm. but we have to customize the classical algorithm to fulfill our purpose. we have applied single source all pairs dijkstra algorithm to find minimum distance from blood seeker [16]. 3.2.1 algorithm’s step we have to consider the following assumptions: node: the registered user in the system with active gps edge: the relationships between the blood donors and seekers starting/source node: the blood seeker weight: the distance among the users steps of this algorithm are: 1. set all donors distance with infinite and the seeker with zero. 2. update the value of the distance of donor's distance by adding the distance with the weight of that specific donor. 3. update distance of a donor if the distance of a node is less than the current distance. 4. repeat steps 2 and 3 until all donor’s distance reach its minimal distance from blood seekers. 5. match the blood group of the donors with seeker’s group 6. show the blood donors with minimal distance from blood seeker of matched blood group 3.2.2 complexity analysis the whole process needs o(|e|+|v|/log |v|) times [3-4] for the worst case to terminate the operation. 4. implementation from the app, a user can search the blood donor of any group. if the user wants to be the blood donor then he must have to register first. after completing the registration process a user must go through a login operation. by completing login operation, a user can donate blood in future. the output will be shown on a map which will help the user to find the potential blood donors within a particular area [fig .04]. finding the nearest blood donors using dijkstra algorithm sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1709 43 figure 02: register figure 03: login figure 04: finding the nearest blood donors the user can contact the blood donors. thus, the application will help the blood seeker to find out the nearest active blood donors. 5. conclusion due to lessening the sufferings of people, this project will help them to find the nearest blood donor from a particular area. it makes the procedure easier and faster. consequently, many seriously wounded people may survive if they are able to find donors timely. by implementing this work, the people will be benefitted and the rate of death can be reduced. finding a suitable blood donor in the nearest area can be less time consume and will increase the survival rate of the dying patient. we have implemented the fundamental dijstra algorithm to search the nearest potential donors. we would like to improve this application by adding the opportunity to find out nearest hospitals within a shortest possible time for proper treatment. references [1] thomas h. cormen, charles e. leiserson, ronald l. rivest and clifford stein, “introduction to algorithms”, 1990, page no. 595 [2] robert sedgewick and kevin wayne, “algorithms”, addison-wesley, 2011, page no. 638 [3] wikipedia: aug 5,2017: available at https://en.wikipedia.org/wiki/dijkstra%2 7s_algorithm [4] dijkstra’s shortest path algorithm: aug 5,2017, available at www.geeksforgeeks.org/greedyalgorithms-set-6-dijkstras-shortest-pathalgorithm/ [5] risald, antonio e. mirino and suyoto, “best routes selection using dijkstra and floyd-warshall algorithm”, information & communication technology and system (icts), 2017 11th international conference on 31-31 oct. 2017. finding the nearest blood donors using dijkstra algorithm sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1709 44 [6] haijing wang, fangfang zhang and peng cui, “a parking lot induction method based on dijkstra algorithm”, chinese automation congress (cac), 2017. [7] alican bozyiğit, gazihan alankuş and efendi nasiboğlu, “public transport route planning: modified dijkstra’s algorithm”, computer science and engineering (ubmk), 2017 international conference on 5-8 oct. 2017. [8] aram m. ahmed, sarkar hasan ahmed and omed hassan ahmed, “dijkstra algorithm applied: design and implementation of a framework to find nearest hotels and booking systems in iraqi”, current research in computer science and information technology (iccit), 2017 international conference on 26-27 april 2017. [9] said broumi, mohamed talea, assia bakali and florentin smarandache, “application of dijkstra algorithm for solving interval valued neutrosophic shortest path problem”, computational intelligence (ssci), 2016 ieee symposium series on 6-9 dec. 2016. [10] yong zhu, xiaohuan liu and xiaohong yu, “an optimal path algorithm of high security based on dijkstra algorithm”, sensor network security technology and privacy communication system (sns & pcs), 2013 international conference on 18-19 may 2013. [11] mayur parulekar, viraj padte, talkien shah, kalind shroff and rahul shetty, “automatic vehicle navigation using dijkstra's algorithm”, advances in technology and engineering (icate), 2013 international conference on 23-25 jan. 2013. [12] yan zhang and jun zhang, “dijkstra's algorithm based robust optimization to airline network planning”, 2010 international conference on mechanic automation and control engineering. [13] yuqiang li and qianxing xiong, “dijkstra algorithm implementing services composing way selection”, intelligent systems and applications (isa), 2010 2nd international workshop on 22-23 may 2010. [14] stèphano m. m. gonçalves, leomar s. da rosa and felipe de s. marques, “a survey of path search algorithms for vlsi detailed routing”, circuits and systems (iscas), 2017 ieee international symposium on 28-31 may 2017. [15] jing zhang, jia yu, xiangju qu and yu wu, “path planning for carrier aircraft based on geometry and dijkstra’s algorithm”, control science and systems engineering (iccsse), 2017 3rd ieee international conference on 17-19 aug. 2017. [16] http://www.gitta.info/accessibiliti/en/h tml/dijkstra_learningobject1.html microsoft word 6 1298_yonathan_designing game “belajar hanacaraka” as a javanese script learning media designing game “belajar hanacaraka” asa javanese script learning media sisforma vol.4 no.2 november 2017 :34‐38 34 designing game “belajar hanacaraka” as a javanese script learning media yonathan happy setiawan 13070065@student.unika.ac.id information system department, faculty of computer science soegijapranata catholic university, indonesia 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. keywords— education games, games, hanacaraka, javanese script 1. introduction games usually used as a means of entertainment, but now the game is also used as a medium of learning. through the game, learning can be more fun. to design the game in accordance with the intended material, it takes research so that the results of the game created can load learning materials more optimally. in the lesson of javanese language, javanese script is the usual material learned from elementary to high school. although it has been studied since elementary school, but for some students of java script still difficult to master. according to the article entitled "media pembelajaran interaktiv aksara jawa berbasis flash" which has published in 2012, the delivery of materials used by teachers is lectures, so that the average student will feel tired and bored to learn, because what they do is remember without understanding the basic concept [1]. in addition, other constraints are the lack of an attractive, interactive, and modern learning tool [2]. in general, the delivery of javanese script material in schools still uses conventional methods. therefore, "belajar hanacaraka" (learning hanacaraka) is an educational game designed as a medium for learning javanese script. the educational game is a game devoted to education. through the educational game, the material is delivered through an interesting and interactive media. with "belajar hanacaraka", is expected to help players in learning and mastering javanese script. the choice of games as learning media is because players can play while learning. designing game “belajar hanacaraka” asa javanese script learning media sisforma vol.4 no.2 november 2017 :34‐38 35 2. literature review 2.1. games video games are electronic games that use user-interface interactions through images generated by video devices. video games usually provide a reward system, such as a score calculated based on the level of success achieved in completing tasks that exist within the game. games requires players to solve problems in the most appropriate and fastest way [3]. 2.2. casual games casual games are a type of game that is really intended only for entertainment purposes. this type of game is for everyone [4], both male and female, young and old. simply, casual games are games that are far from complicated so there is no need for any special skills to play them, so it can be played by all ages [5]. the purpose of this game is to attract all circles. 2.3. educational games educational games are games devoted to education using interactive multimedia technology. this type of game supports for teaching and learning [6]. this game is used to convey learning and knowledge to players through a unique and engaging medium [7]. 2.4. game engine game engine is a software used to create and develop games [8]. game developers use game engine to create games from various platforms, either console, mobile, or pc. the existence of game engine provides tools to users to improve productivity in terms of game development [9]. with game engine, game making process become easier, faster, and efficient because it has various tools that can help users. game engine is also used to create game "belajar hanacaraka", game engine used is scirra construct 2. 3. research methodology the research method used in designing "belajar hanacaraka" is through literature study, observation, and survey method. the literature study was used to find problems about javanese script learning. observations are used to find and compare similar games that already exist. while the survey method is used to accommodate the opinions of people to design the game. 4. result and discussion 4.1. flowchart of game design there is the game making flowchart. fig. 4.1 game making flowchart the steps in game making of "belajar hanacaraka" are: a. designing the game, starting from the system till the game modes in it. detailing what things can be done in the game. b. create and collect game assets. create and collect the required assets in the game, such as: images, sounds, animations, and more. c. develop the game. at this stage will begin the process of game making. assemble all resources, make it into a game. d. testing. this step will testing the game. looking for bugs / errors in the game and fix it. e. fixed a bug in the game. after testing the game, fixing the errors that have been found. designing game “belajar hanacaraka” asa javanese script learning media sisforma vol.4 no.2 november 2017 :34‐38 36 4.2. software design in developing a game it takes some tools or softwares. tools used to develop the game "belajar hanacaraka" are: a. construct 2. "belajar hanacaraka" developed by using construct 2 r221 version. construct 2 is an html 5 based game engine commonly used to create casual games with 2dimensional graphics. the output of construct 2 also varied. "belajar hanacaraka" is created using construct 2. the reason for choosing construct 2 as a game tool is because construct 2 is easy to use. with its drag-and-drop feature, it will make it easier during game development process. b. paint. the paint application is used to edit game assets in the form of simple images. paint is used because it is easy, simple, and lite software. therefore this software is very effective and efficient for editing simple pictures. c. photoshop cs5 portable. photoshop is used to edit game assets in the form of complex images, which can not be created or edited with paint software. d. coreldraw x7. coreldraw is an image processing software just like paint and photoshop. coreldraw is used to create game assets that may not be created with paint and photoshop. e. format factory. format factory or commonly known as ff is a software that is able to change various file types (images, sound, video, etc.) from any extension to another extension. in making process of "belajar hanacaraka", format factory is used to convert sound files from .mp3 to .ogg, the purpose is because the sound files with the .ogg extension are more compatible with construct 2. 4.3. game assets game assets in images form are made with image processing software, such as: paint, photoshop, and coreldraw. here are the image assets used in the "belajar hanacaraka". fig. 4.2 character of the game the picture above is the characters and logos of "belajar hanacaraka". the characters wear traditional javanese clothes complete with blangkon. the character is made to fit the theme of the game related to javanese tradition. fig. 4.3 sprites used at “memory match” mode designing g sisforma v fig the javanese "tangkap 4.4. f there in "b modes. a freely ch first. aft player ca the other uniquene + puzzle drop puz game “belajar vol.4 no.2 nove g. 4.4 sprites u picture ab script used p air" mode flowchart o e is the flowc fig. 4.5 flowc elajar hanac after the ga hoose which er the game an re-play the r mode. ea ess. in "bela e) mode, pla zzle pieces in r hanacarak ember 2017 :3 used in the las ove is the in "memory . of the game chart of the g chart of the ga caraka", ther ame starts, h mode wil e mode is c e mode or ch ach mode h ajar + puzzl ayers play b n the space ka” asa javanes 34‐38 st mode e sprites o y match" and game. ame re are 3 main players can ll be played complete, the hoose to play has its own e" (learning by drag-and provided. in se script learnin of d n n d e y n g dn "memor to reme pair. in mode, p screen a the high base journals deliverin convent interesti conclud educatio players playing yonatha scholars culture kemend system univers [1] h “media berbasis vol. 3, p [2] v pembela nasiona daerah p. 2. [3] a dan j availab https://c ng media ry match" m mber and fi "tangkap players will and survive hest score. 5. con ed on the lite which reve ng javanes ional meth ng and mo ed that onal game in learning games. acknow an happy s ship from m of indones dikbud ri) in so ity, semaran refe h. a. wija pembelajara s flash,” j. t p. 21, 2012. v. i. ekow ajaran aksa al pembelaja dalam keran a. t. s. n jenis-jenisny le: hikhunguny mode, player ind each car air" (catch l more acti as long as p nclusion erature study ealed that th e script is hod, and t odern medi the jav is necessa g javanese wledgme setiawan is ministry of e sia (beasisw in 2012 for oegijapranat ng. erences yanti and f an interaktiv teknol. inf. wati, “perub ara jawa,” aran bahas ngka buday nugroho, “d ya,” 2011 ya.wordpress rs are require rds with the h the wate ively tap th possible to g ns y from sever he method s still usin the lack a, it can b vanese-theme ary to assi script whi ent recipient education an wa unggula r informatio a cathol f. n. hakim v aksara jaw dan komun bahan siste in semin a dan sast ya jawa, 200 definisi gam 1. [online s.com/2011/0 37 ed eir er) he get ral of ng of be ed ist ile of nd an on lic m, wa n., em nar tra 07, me e]. 0 designing game “belajar hanacaraka” asa javanese script learning media sisforma vol.4 no.2 november 2017 :34‐38 38 5/26/definisi-game-dan-jenis-jenisnya/. [accessed: 16-sep-2015]. [4] a. derryberry, “serious games: online games for learning,” adobe serious games whitepaper, p. 3, 2007. [5] m. w. wibowo, “perancangan dan pembuatan game ‘escape the ball’ untuk smartphone android,” j. chem. inf. model, vol. 53, no. 9, pp. 1689–1699, 2013. [6] andriansyah, “perancangan aplikasi game edukasi menggunakan metode linear congruent method (lcm),” pelita inform. budi darma, vol. vi, no. 1, p. 82, 2014. [7] g. d. putri, “pengembangan game edukasi pengenalan nama hewan dalam bahasa inggris sebagai media pembelajaran siswa sd berbasis macromedia flash,” p. 10, 2012. [8] r. spear, c. rivet, s. killingsworth, and a. kumar, “designing and creating a game engine for use in the classroom,” comput. game dev. educ. an int. j., vol. 1, no. 1, p. 1, 2013. [9] a. winarno, “pengertian game engine,” 2012. [online]. available: http://cakrawalamaya.blogspot.co.id/2012/03 /pengertian-game-engine.html. [accessed: 16-sep-2015]. game utilization as a media to train the balance of left and right brain sisforma vol.4 no.1 februari 2017 : 12-16 12 game utilization as a media to train the balance of left and right brain evan wijaya unika soegijapranata semarang, indonesia mahha_lolicon@yahoo.com abstract— human has two brain hemispheres, left hemisphere and right hemisphere. left hemisphere is used for processing language, words, numbers, equations, etc. right hemisphere is used for processing creativity, imagination, music, color, etc. every human should have balance between left and right hemisphere. one method that could be used for balancing brain hemispheres is to use left and right hands for using tools, writing, or typing. “typing rhythm” is a game for pc platform, the purpose of this game is for brain balancing exercise by typing lyric of a song while the song is played. keywords— game, brain balancing, brain hemispheres, typing rhythm i. introduction human has two brain hemispheres, left hemisphere and right hemisphere. left hemisphere is used for processing language, words, numbers, equations, etc. right hemisphere is used for processing creativity, imagination, music, color, etc. someone with balanced brain will able to balance in every aspect of his/her life [1]. there are multiple ways to brain balancing such as brain gym, tai chi, yoga, swimming, skiing, singing, dancing, playing musical instruments/ piano, typing, etc. [2], [3]. brain gym is a simple movement activity for balancing the use of left and right brain hemispheres. however, the exercises of brain gym are boring if we do it monotonous and repeatedly without any challenge. one innovation that can be used is by integrating the use of left and right hand with a video game with music genre. it is expected that the player will be more interested typing lyric from songs they like while balancing their brain hemispheres. assuming typing with 10 fingers is the same as doing brain gym because involving the use of both left and right hands. the challenge from this game is with typing lyric using various tempo, from slow paced until fast paced songs. in this game the player should type the lyric fast and correctly, soautomatically they are doing brain gym exercise. ii. literature review 2.1 brain 2.1.1 left brain left brain is a conscious mind, educative, positive and negative emotion. as if we see a cloud with shape of a frog, we still recognize it as a cloud and not a frog. when reading a storybook and imagine many things, we still recognize if we actually just seeing words [4]. left brain is a short-term memory; the function of left brain is for controlling iq (intelligence quotient) such as analytical, numbers, language, equations, linear, logic, mathematic, differences, structural, words, sequence, and step by step [5]. 2.1.2 right brain right brain is an unconscious mind, where creativity came from. this part, which makes you visualize a frog when seeing a frog-shaped cloud, visualizes beach or forest when listening to music. we could imagine a person by reading description from a book [4]. right brain is long-term memory; the function is for controlling eq (emotional quotient) related with shape, emotion, imagination, creativity, music, similarity, and color [5]. 2.1.3 benefit of using brain hemispheres equally mailto:mahha_lolicon@yahoo.com� game utilization as a media to train the balance of left and right brain sisforma vol.4 no.1 februari 2017 : 12-16 13 using both brain hemispheres equally gives benefit. for example when writing an essay, left brain often distracts when writing by criticizing your essay, and also checks the words whether there is misspelling or not. it’s useful when reviewing the essay, not when writing the essay. when creating draft, it’s better using right brain which gives inspiration and ideas, after finish writing a draft we use the left side of brain for review [6]. if both brain hemispheresare used equally.that person not only will be good at academic but also will affect in their social life [5]. 2.1.4 way to balance brain hemispheres physical movements with crossing principle can be used for balancing brain hemispheres. brain gym derived from simple movements with intention to unify body and mind. brain gym belongs to edukinestetics which is a science which studying body movement and connection between muscle and brain. some purposes of brain gym include: to improve reading and writing skill, to increase confidence, to coordinate, to make communication, to focus on concentration, to memorize, to be hyperactivity, to relieve stress, to give motivation, and to develop personality, organization skills, and appearance [2]. activity which involves the use of both hands such as typing or playing piano can be used as involving both left and right hemispheres [3]. 2.1.5 connectionbetween brain and music music involves many parts of brain, for example when a sound comes to ear, that sound enters the auditory cortex in temporal lobe. temporal lobe located in non-dominant part of the brain (mostly in right hemisphere) listening tone, melody, harmony, beat, and long term beat (merge all of them into one part). in the other side, temporal lobe in dominant part of the brain (mostly in left hemisphere) better in analyzing sound, such as lyric, rhythm change, frequency, intensity, and harmony. frontal lobe merge sound and thought then stimulate emotion (in limbic system) and past memories (from memories in whole brain), and cerebellum involved for counting beat (spatial aspect) [7]. using scan pet (positron emission tomography), eric jensen, and some educators found some different parts from brain which was activated by some aspects when listening to music. for example, rhythm activates broca’s area and cerebellum. melody activates both hemispheres (but mostly shown in right hemisphere). harmony activates left hemisphere together with outer inferior temporal. tone activates left behind hemisphere and also outer auditory cortex on right hemisphere. and timbre activates right hemisphere [7]. iii. research methodology 3.1 flowchart figure 3.1 flowchart it started with collecting data. game design is under sketch and sounds chosen will be used for the game. after the game is completed, then it will be tested to some tester.if there is bug or error, it will be rechecked and fixed. 3.2 collecting data there were 2 steps of collecting data. the first one was collecting data for songs, the songs which would be used is from openings / endings from old japanese anime which was already dubbed in indonesian language, and some infamous indonesian songs. the criteria of songs were short duration and type able lyric. the second one was collecting data for game design by doing survey or pretest. the subjects for this test are 98 people either male or female with average age 22 years old. game utilization as a media to train the balance of left and right brain sisforma vol.4 no.1 februari 2017 : 12-16 14 3.2.1do you ever heard or know about brain gym? figure 3.2 diagram pre-test 1 from 98 people, 59.2 percent (58 people) answers never heard about brain gym. 3.2.2 how often do you do brain gym? figure 3.3 diagram pre-test 2 from 40 people who ever heard about brain gym, 95 percent (38 people) answers didn’t do brain gym exercise every day. 3.2.3 why don’tyou do brain gym exercise every day? figure 3.4 diagram pre-test 3 from 38 people who didn’t do brain gym exercise everyday 31.6 percent (12 people) answers bored, 36.8 percent (14 people) answers not interested, and 42.1 percent (16 people) had other reasons. 3.2.4 do you like to play video game in your personal computer? figure 3.5 diagram pre-test 4 from 98 people, 93.9 percent (92 people) answered yes, and 6.1 percent (6 people) answered no. 3.2.5 how often do you play on personal computer in a week? figure 3.6 diagram pre-test 5 for this question, 29.3 percent played on personal computer very often, 15.2 percent played on personal computer quite often. 3.2.6 if there is a game could be used for brain balancing do you interested to try? figure 3.7 diagram pre-test 6 in this question, 32.7 percentwas very interested to try, 35.7 percentwas interested 40,8 59,2 yes no 5 95 everyday not everyday 31,6 0 0 0 36,8 0 0 0 42,1 0 10 20 30 40 50 bored not interested others 93,9 6,1 yes no 3,3 0 0 0 0 5,4 0 0 0 0 9,8 0 9,8 7,6 2,2 15,2 8,7 8,7 29,3 0 5 10 15 20 25 30 35 1 2 3 4 5 6 7 8 9 10 1 0 0 0 00 3,1 0 0 00 0 27,6 0 00 0 0 35,7 00 0 0 0 32,7 0 10 20 30 40 1 2 3 4 5 game utilization as a media to train the balance of left and right brain sisforma vol.4 no.1 februari 2017 : 12-16 15 to try, and 27.6 percentmight be interested to try. it can be summarized that most of the subjects know about brain gym, but most of them didn’t do brain gym exercise every day, the reason was indeed bored, not interested, and other reasons. most of them like to play on personal computer and most of them playing every day. and most of them also interested to try game for brain balancing purpose. iv. result and discussion 4.1 post-test the subject for this test are 35 people either male or female with average age between 15 until 26 years old and already testingtyping rhythm game. 4.1.1 how much are you interested in typing rhythm game? figure 4.1 diagram post-test 1 in typing rhytom game, 34.3 percent (12 people) answers if the game is 80 percent interesting for them and 22.9 percent (8 people) answers if the game is 70 percent interesting for them. 4.1.2 do you feel challenged enough when playing this game? figure 4.2 diagram post-test 2 from the diagram, 25.7 percent (9 people) answers if the game is 70 percent challenging enough and 20 percent (7 people) answers if the game is 80 percent challenging. 4.1.2 which part of this game do you like most? figure 4.3 diagram post-test 3 the diagram shows that 60 percent (21 people) like the gameplay or the concept of the game. 51.4 percent (18 people) like the background music and the sound effect, and 34.3 percent (12 people) like the available songs. 4.1.3 do you agree that the combination between song and typing using both hands makes this game interesting? in this question, 85.7 percent (30 people) answers yes, and 14.3 percent (5 people) answers no. inconclusion, typing rhythm game is interesting; the players are challenged enough when playing this game. from the part of the game the players like the gameplay and the music most. and combination between song and typing using both hands makes this game interesting. 0 2,9 2,9 2,9 11,4 8,6 22,9 34,3 8,6 2,90 10 20 30 40 1 2 3 4 5 6 7 8 9 10 2,9 2,9 0 11,4 5,7 8,6 25,7 20 8,6 14,3 0 5 10 15 20 25 30 1 2 3 4 5 6 7 8 9 10 11,4 17,1 60 51,4 34,3 2,90 10 20 30 40 50 60 70 85,7 14,3 game utilization as a media to train the balance of left and right brain sisforma vol.4 no.1 februari 2017 : 12-16 16 v. conclusions by using music, music can be used to balance brain hemispheres [9]. when we are listening to music or songs we are enjoying the music using right hemisphere and creating emotion, on the other side, the left hemisphere was processing the lyric of the songs [10]. furthermore by reading we can also be used to balance brain hemispheres. when reading sentences, we are trying to figure out the meaning of every word from the lyric using left hemisphere. after we understand it, we imagine the meaning of the sentences using right hemisphere [8]. integration movement of fingers from both hands could be used to train both brain hemispheres, because involving the left and right hands [2]. and with the music, music could stimulate both brain hemispheres. in typing rhythm game, the player should type lyric which means that the fingers should active when typing. moreover, the player is also listening to the song and the lyric from the game. so, from listening to the songs, it could also stimulate the brain. references [1] a. n. chamidah, “pentingnya stimulasi dini bagi tumbuh kembang otak anak,” pp. 1–7, 2009. [2] t. s.sularyo dan s. handryastuti, "senam otak" sari pediatri., vol 4, no. 6, pp. 36-44 2002. [3] y. l.s, you are the real personal success. jakarta: elex media komputindo, 2010. [4] r. taylor, essay savvy. victoria: purple parrot publications, 2001. [5] a. n. cahyo, “game khusus penyeimbang otak kanan dan kiri anak,” yogyakarta: flashbooks, 2011. [6] r. c. stevens, bingle jells: dyslexia, one head, two brains. 2014. [7] a. bennet, d. bennet, j. ginsborg, g. kreutz, and m. thomas, “the human knowledge system: music and brain coherence,” inf. knoledge manafement syst., vol. 38, no. 4, pp. 277–295, 2008. [8] zikwan, “menyeimbangkan fungsi kerja otak kanan dan otak kiri dalam pembelajaran membaca,” 2004. [9] hasan, “media musik ( lagu ) dalam pembelajaran bahasa abstrak jurnal al-maqoyis vol . iv edisi i januari-juni 2016 pendahuluan jurnal al-maqoyis vol . iv edisi i januari-juni 2016,” vol. iv, pp. 53–67. [10] r. azis, “analisis bentuk dan struktur lagu red pashmina karya kelompok kwartet cello fonticello,” pp. 1–8, 2012. green mission game for the forest preservation campaig sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1027 68 green mission game for the forest preservation campaig nuryanti yanti7566@gmail.com information systems department, faculty of computer science soegijapranata catholic university, indonesia ridwan sanjaya ridwan@unika.ac.id information systems department, faculty of computer science soegijapranata catholic university, indonesia fx. hendra prasetya hendra@unika.ac.id information systems department, faculty of computer science soegijapranata catholic university, indonesia 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. keywords: forests, trees, illegal logging, game 1. introduction forests have many useful benefits for the community. one of them is the various types of trees that can be utilized for human needs, both as building materials and daily equipment (pharmaceutical/craft industry), tourism, and science. [2] also, forest ecosystems participate in providing protection, as a livelihood, as suppliers of water, fuel and maintaining food security for 2 billion people. [1] one of the functions of tropical forest itself is to absorb carbon dioxide gas emissions to be converted into oxygen. the oxygen produced itself depends on the type of tree, the age of the tree, and the environmental conditions of the tree grow. every one year old tree can produce approximately 1.2 kg of oxygen per day. [3] trees with a height of 100 feet and a diameter of 18 cm can produce 6,000 pounds of oxygen. [4] for rubber tree species, each leaf that performs photosynthesis produces oxygen at 5 ml/hr. the number of rubber tree leaves is approximately 200 sheets where each hectare of rubber forest has about 300 trees. so the oxygen produced approximately 300 liters per hour. at the time of rest, humans breathe oxygen about 1.8 to 2.4 grams of oxygen per minute. [5] green mission game for the forest preservation campaig sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1027 69 however, despite the diversity of ecosystems and high forest functions, forests have many threats, one of which is deforestation that includes illegal logging, forest fires, forest conversion into plantations and industries. the needs of the timber industry alone are about 80 million cubic meters used to meet the chainsaw, plywood, paper, and pulp industries. [2] when 27 thousand trees are cut down per day, the oxygen loses 32.400 kg of oxygen each day. [3] the destruction of forest ecosystems led to approximately 1 billion people suffering from hunger, 768 living without safe water supplies, and 1.4 billion people have no access to electricity for about 2 billion human population swelling from 7.2 billion in 2013 to 9, 2 billion in 2050. [1] one way to educate the importance of forests is through technology, one of them with the making of games. the reason for the use of the game as a solution that is because of the rapid development of technology that makes it easier to educate the public about the importance of maintaining forest sustainability. 2. theoretical foundation 2.1 forest rehabilitation effort as mentioned in article 42 paragraph 1 mentioned that the effort of rehabilitation on forest that can be done in the form of reforestation and greening activity [6] reforestation is an attempt to rehabilitate forests by replanting degraded or deforested forests due to excessive logging and their execution being carried out on forest areas falling into the category of state forests such as protected forests and production forests. generally, reforestation activities are carried out by planting the forest area with tree species that can be utilized by the community. while reforestation is the planting done in areas that were not former forests or outside state forest areas. 2.2 purpose of rehabilitation the objectives of forest rehabilitation are for conservation of soil and water, increased productivity of forests and land, as well as efforts to improve the level of community welfare. [7] 1. soil and water conservation efforts to maintain, rehabilitate, and improve land use capacity by land use classification. the objective is to increase land productivity and reduce the negative impacts of land management. soil and water conservation is carried out in protected forests and conservation forests. for protected forests the purpose of improving ecological functions, while conservation forests to conserve biodiversity. 2. forest and land productivity this activity aims to aim to restore the productivity and ecosystems of forests and their implementation by using fastgrowing tree species 3. improve the welfare level with rehabilitation, it can be useful for communities to improve forest and land cover, produce timber, protect watersheds as a means of maintaining the ecological functions of the forest to meet the timber needs. 2.3 benefits of planting trees some of the advantages gained when planting trees include: [8] 1. an adult tree can help reduce water runoff in urban areas. the average adult tree can absorb water up to 1,000 gallons of rainfall. 2. the tree absorbs ozone 3. a tree can store energy 4. trees can be used as windbreaks 2.4 game according to roger cailois, in his book man, play, and games it is mentioned that something is said to be a game when it encompasses activities that have the following characteristics: [9] green mission game for the forest preservation campaig sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1027 70 a. free b. separate c. uncertain d. unproductive e. governed by rules f. make belief 2.5 construct 2 construct 2 is an html5-based game editor that has many features. anyone can make a game without having to have programming experience because in construct 2 the principle just drags and drop it by using visual editor and system-based logic behavior. here are some advantages of using construct 2 are: [10] 1. multiple platforms games can be published through desktop computers (pc, mac, or linux), via mobile platforms (android, ios, blackberry, windows phone 8.0, tizen), and through html5 based websites. 2. no programming required construct two does not use a programming language that is difficult to understand. instead, it will make gaming easier for people who do not have programming experience. 3. built-in physics construct two does not use complicated physics functions, so construct two is easy to use. 4. can be expanded construct two is also developed by third parties to add new functionality to make the game more beautiful and interesting. 2.6 android android is an operating system for touchscreen mobile devices such as smartphones and based on open source that allows software to be freely modified and distributed by developers and application developers. android inc first developed android, then purchased by gooogle and inaugurated in 2005. android is a widely used operating system in the world, beating the symbian operating system. so the choice of operating system for companies engaged in technology and develop it as an additional application not only on smartphones but also on television, digital cameras, and other electronic devices. 3. methods 3.1 needs analysis techniques in the needs analysis obtained from the observation of games with a similar theme include: a. si bolang dayak reboisasi is a game that tells the story of a child who must do forest reforestation, especially in the area of kalimantan. this game is built using the framework mda (mechanics, dynamics, aesthetic) b. edugame “selamatkan hutan indonesia” is a game based on unity 3d? [4] 3.2 game design the design of this game is called green mission which is expected to be one of the campaign media for forest conservation. here's the design flow of green mission: figure 1. interface display of menu options green mission game for the forest preservation campaig sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1027 71 3.3 interface implementation here is the interface in the form of laying the main menus and buttons used in the green mission game: figure 2. interface display of menu options figure 3. display interface 1st stage menu option figure 4. display interface fire information pop up figure 5. stage 2 interface display figure6.stage 3 interface display 3.4 programming in game design, there is one of the most important elements of game programming itself. the game programming green mission using game engine construct 2. here's an example of programming: figure 7. programming rewards figure 8.on / off sound setting green mission game for the forest preservation campaig sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1027 72 figure 9. pause button programming 4. survey results in this study using questionnaires in the form of pre-test and post-test. the pre-test is used for the preparation of game concepts. the post-test is used to determine whether the game is made to solve the problem. the results of processing the 30 questionnaires are: 1. 93.3% (28 respondents) agreed that the green mission interesting. 6.7% (2 respondents) stated neutrally about their interest in green mission. the neutral meaning here states between agree and disagree. figure 10. stem diagram of interest in green mission 2. 93.3% (28 respondents) agreed that the green mission storyline is interesting. 6.7% (2 respondents) stated neutrally about the storyline presented. the neutral meaning here states between agree and disagree. figure 11. stem diagram interest in the green mission storyline 3. 46.7% (14 respondents) agreed that pop up information provides additional knowledge about forests. 33.3% (10 respondents) stated strongly agree that the pop provided provides additional knowledge. while 20% (6 respondents) stated neutrally. figure 12. pop-up diagram of fire up 4. 72.4% (21 respondents) stated that green mission is easy to play. 3.4% (1 respondent) stated strongly agree. and 24.1% (7 respondents) stated neutral. figure 13. the green mission is easy to play 5. 70% (21 respondents) agreed that green mission could be used as media of forest conservation campaign. 23.3% (7 respondents) stated strongly agree. while 6.7% (2 respondents) declare neutral if the green mission be a media campaign forest conservation. figure 14. bar diagram of green mission media campaign green mission game for the forest preservation campaig sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1027 73 5.conclusion green mission is an educational game intended for the general public informed of the forest. game design is made simple without adding many objects. the design is more focused on the core game carried. for more objects, the focus is on the core of the titles of each stage. the first stage is entitled "cegah kebakaran."the design of the stage is focused on the fire element and the element of the plane where the two objects become the key is to complete stage 1. for the second stage entitled "mencangkul/reboisasi," the design is focused on the process of ground grinding and forest replanting. meanwhile, the third stage entitled "cegah penebang" focused on enemy elements that became the main character of forest destruction occurred. each stage has three sublevels in it with a continuous storyline. provision of additional information on the extent of forest fires in stage 1 explains the different information in each island. acknowledgment i am very grateful to the lecturers of information systems department, faculty of computer sciencesoegijapranata catholic university who has guided my studies and gedawang people who have helped in the completion of this thesis. references [1] wwf, “report 2014,”jakarta, 2014. [2] wwf, “the fact sheets,” jakarta, 2007. [3] a. said, hidup sukses cara saints. elex media komputindo.2011 [4] a. gunanto, “jurnal fix,” pp. 1–94, 2010. [5] r. rencana and p. integratif, “rppi (rencana penelitian dan pengembangan integratif),” pp. 1–14, 2014. [6] p. r. indonesia, “undang undang no. 41 tahun 1999 tentang: kehutanan,” sekr. negara. jakarta, 1999. [7] a. a. nawir, a. a. m. r. l. nawir, l. rumboko, and c. i. f. research, "rehabilitasi hutan di indonesia: akan kemanakah arahnya setelah lebih dari tiga dasawarsa?"center for international forestry research, 2008. [8] a. ipcc, “laporan ar-5 working group i press release panel change ( ipcc ),” no. 0, pp. 0–4, 2013. [9] r. caillois and m. barash, man, play, and games. university of illinois press, 1961. [10] a. subagio, learning construct 2. packt publishing, 2014. university-level of elearning in asean iot-driven environmental support system for smart cities sisforma: journal of information systems (e-journal) vol. 10 | no. 1 | th. 2023 14 issn 2442-7888 (online) doi 10.24167/sisforma iot-driven environmental support system for smart cities andre kurniawan pamudji department of information system, faculty of computer science soegijapranata catholic university, semarang, indonesia andre.kurniawan@unika.ac.id abstract— smart city is a concept of urban development that integrates information and communication technology (ict) to enhance efficiency, quality of life, and environmental sustainability. the implementation of smart city has become increasingly popular in the last five years, with many countries developing smart city initiatives, such as the "smart city pilot" program in china and the development of smart city applications and platforms in the united states. in indonesia, several major cities have started developing various digital applications and platforms to improve public service efficiency and encourage economic growth. however, there are still some challenges that need to be addressed, such as inadequate ict infrastructure, lack of supportive regulations and policies, and insufficient active participation from the community. the use of iot in smart city plays an important role in collecting real-time data from various connected sensors and devices, allowing for more accurate and timely decision-making. in the long term, this can help improve the overall quality of life of the community. in indonesia the smart city movement is being intensively implemented by the government with the aim of creating 100 smart cities, so there needs to be efforts made to increase the development of smart cities in indonesia. keyword: arduino, energy, environmental, iot, smart city i. introduction smart city is a concept of urban development that integrates information and communication technology (ict) to enhance efficiency, quality of life, and environmental sustainability. in the past five years, this concept has become increasingly popular, and many countries are developing smart city initiatives. in china, the central government established the "smart city pilot" from 2013, and there are currently more than 2.080 cities participating in the program [1]. in the united states, several cities such as new york and san francisco have developed smart city applications and platforms to improve public services and the comfort of citizens. in indonesia, the central government and several cities are also beginning to develop the smart city concept as an effort to improve the quality of life and public services. the implementation of smart city in indonesia is being applied to improve the quality of life and public services for the people. several major cities in indonesia, such as jakarta, bandung, makasar, surabaya, semarang, yogyakarta, denpasar and banyuwangi, have begun to develop various digital applications and platforms to improve public service efficiency, enhance the quality of life of citizens, and encourage economic growth [2]. however, despite the development of smart city implementation in indonesia, there are still some challenges to be addressed, such as inadequate ict infrastructure, lack of supportive regulations and policies, and a lack of active participation from the community. therefore, collaboration between the government, community, and private sectors is crucial in realizing the smart city concept in indonesia. one important aspect of smart city development is a strong and reliable ict infrastructure, including fast internet networks, sensor technology, and software to collect and analyze data. the internet of things (iot) plays a vital role in smart city utilization [3]. iot allows for real-time data collection from various connected sensors iot-driven environmental support system for smart cities sisforma: journal of information systems (e-journal) vol. 10 | no. 1 | th. 2023 15 issn 2442-7888 (online) doi 10.24167/sisforma and devices, enabling more accurate and timely decision-making. with the use of iot in smart city, more accurate and real-time data collection can help the government make better decisions and optimize the use of city resources. in the long run, this can help improve the overall quality of life for the community. iot is a technology concept that connects various electronic devices and sensors to the internet, allowing these devices to communicate and exchange data automatically. with internet connectivity, iot devices can be accessed and controlled remotely through digital applications or platforms, providing convenience and comfort for users. one aspect of smart city is smart environment, which is a focus on the use of ict to improve environmental sustainability and the quality of life of the community. smart environment includes the use of sensor technology, data analysis, and artificial intelligence to monitor and manage various environmental aspects such as air, water, and soil quality, as well as waste, energy, and transportation management [4]. sustainable energy management with iot is the use of iot technology to optimize the efficient and sustainable use of energy. iot enables real-time data collection and monitoring from connected devices, allowing for more accurate decision-making in energy management [5]. in indonesia the smart city movement is being intensively implemented by the government with the aim of creating 100 smart cities [6], so there needs to be efforts made to increase the development of smart cities in indonesia. ii. method the methods used in this research are: literature review: conduct a literature review to study the technology and equipment needed to develop automation using iot sensors. additionally, study the methods for developing sensors and using iot in smart cities. sensor design: create a design for ldr and iot sensors that meets the requirements. determine the type of hardware to be used, such as microcontrollers, ldr sensors, and other electronic components. additionally, create the necessary software, such as an application that can process and display data from the sensor. sensor design is carried out in the form of a prototype. evaluation: evaluate the development of ldr and iot sensors. measure sensor performance, analyze data, and assess the effectiveness of using sensors in smart city development. iii. results and discussion the implementation of the internet of things (iot) in the field of environment can be realized through the use of the arduino electronic platform. a. result arduino can serve as the core of an iot system that connects various environmental sensors, such as temperature, humidity, and air quality sensors, to the internet. by using arduino as the controller and connector, data collected by these sensors can be processed and analyzed in real-time, providing valuable information for environmental monitoring and management. through creativity and innovation in the development of arduinobased projects, we can enhance our understanding of the environment and drive more effective efforts towards environmental conservation and sustainability. arduino is an open-source electronics platform based on easy-to-use hardware and software, designed for both beginners and professionals. according to the official arduino website, "arduino boards are able to read inputs light on a sensor, a finger on a button, or a twitter message and turn it into an output activating a motor, turning on an led, publishing something online." arduino is widely popular among makers, hobbyists, and educators, due to its accessibility and versatility in creating a variety of projects. as the website further states, "arduino is an open-source hardware, software, and content platform with a global community." the iot-driven environmental support system for smart cities sisforma: journal of information systems (e-journal) vol. 10 | no. 1 | th. 2023 16 issn 2442-7888 (online) doi 10.24167/sisforma availability of resources, tutorials, and community support has made arduino a leading platform in the maker movement [7]. ldr (light-dependent resistor) sensor is an electronic component that can detect the intensity of light and convert it into different resistance values. this sensor works based on the principle that the brighter the received light, the smaller the resistance value, and conversely, the darker the received light, the larger the resistance value. ldr sensors are widely used in various applications, such as in automatic lighting systems, room temperature regulation based on light intensity, agricultural system control, and so on. ldr sensors are often also called photoresistor sensors [8] . ultrasonic sensor is a sensor that uses ultrasonic sound waves to detect distance and obtain information about the surrounding environment. this sensor uses the same principle as sonar used in submarines and ships to detect sea depth. ultrasonic sensors send ultrasonic sound waves to the target and then measure the time it takes for the wave to return to the sensor. from this time measurement, the sensor can calculate the distance to the target [9]. servo is one type of motor designed to produce precise motion. this motor is different from ordinary dc motors because it has the ability to control very accurate position or rotation angle. the servo consists of a motor, gearbox, controller, and potentiometer. the motor is used to move the shaft in and out, which can be rotated up to 180 degrees, while the gearbox functions to slow down the motor's rotation speed. the controller is used to adjust the shaft position based on the received signal, and the potentiometer functions to measure the position or rotation angle of the motor [10]. figure 1. example of schematic for smart city the code below is an example to control garden lights so they will turn on automatically when the light intensity is low using the light sensor. figure 2. example of code for smart city b. discussion the result of this prototype design uses several sensors for automation to support the concept of a smart city. the sensors used are ldr, ultrasonic, and servo sensors. the ldr sensor in this prototype is used as one of the sensors that detects light. if the intensity of the received light is low, the existing lights will be turned on automatically, while if the intensity of the light is high, the lights will turn off automatically, thus supporting the smart city concept of a smart environment iot-driven environmental support system for smart cities sisforma: journal of information systems (e-journal) vol. 10 | no. 1 | th. 2023 17 issn 2442-7888 (online) doi 10.24167/sisforma where energy usage is more efficient compared to not using sensors. in addition, there is an ultrasonic sensor installed in the parking area to detect the number of parked vehicles. with the ultrasonic sensor, the maximum capacity of the parking area can be determined. if the parking area is already full, it will send a signal to the drivers to find another location to park, thus avoiding congestion. this is one implementation of smart mobility that allows residents to easily move to different locations. finally, the last sensor used in the prototype design is the servo, which is used as an automatic gate that can be used in housing complexes. the gate will automatically open if the person recognized is allowed, thus increasing the security within the residential complex. figure 3. example smart city design from the results of making these miniatures, it can be seen that it will increase interest in student interest in developing smart cities using iot devices. iv. conclusion from various explanations above, it can be concluded that the use of iot or internet of things in the concept of smart city is very important to improve efficiency, quality of life, and environmental sustainability. by utilizing sensor technology and iot devices, various data and information can be collected and analyzed in real-time, allowing for more accurate and timely decision-making by governments and communities. in addition, iot also enables various devices and sensors to communicate and exchange data automatically, thus improving efficiency and productivity in various sectors such as transportation, energy, and the environment. however, the use of iot in smart cities also needs to be balanced with strong and reliable ict infrastructure and supportive policies, so that the concept of smart city can be implemented well and provide benefits to the entire community. references [1] bo wang, becky p. y. loo, and gengzhi huang, “becoming smarter through smart city pilot projects: experiences and lessons from china since 2013,” journal of urban technology, vol. 29, no. 4, pp. 3–24, 2022, accessed: apr. 30, 2023. [online]. available: https://www.tandfonline.com/doi/abs/ 10.1080/10630732.2021.1962695?jou rnalcode=cjut20 [2] ardiansyah fadli, “pandemi percepat penerapan smart city di indonesia, ini kota paling siap,” may 05, 2021. accessed: apr. 30, 2023. [online]. available: https://properti.kompas.com/read/202 1/05/05/140132921/pandemipercepat-penerapan-smart-city-diindonesia-ini-kota-palingsiap?page=all [3] rony setiawan, “memahami apa itu internet of things,” sep. 2021. accessed: apr. 30, 2023. [online]. available: https://www.dicoding.com/blog/apaitu-internet-of-things/ [4] ralf-martin soe, “finest twins: iot-driven environmental support system for smart cities sisforma: journal of information systems (e-journal) vol. 10 | no. 1 | th. 2023 18 issn 2442-7888 (online) doi 10.24167/sisforma platform for cross-border smart city solutions,” in the 18th annual international conference, jun. 2017. accessed: apr. 30, 2023. 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[online]. available: https://www.researchgate.net/publicati on/359502443_study_of_arduino_mic rocontroller_board [8] w setya, a ramadhana, h restu putri, a santoso, a malik, and m m chusni, “design and development of measurement of measuring light resistance using light dependent resistance (ldr) sensors,” j phys conf ser, vol. 1402, no. 4, 2019, accessed: apr. 30, 2023. [online]. available: https://iopscience.iop.org/article/10.10 88/1742-6596/1402/4/044102 [9] l. koval, j. vanus, and p. biliok, “distance measuring by ultrasonic sensor,” ifac-papersonline, vol. 49, no. 25, pp. 153–158, 2016, accessed: apr. 30, 2023. [online]. available: https://www.sciencedirect.com/scienc e/article/pii/s2405896316326623 [10] jainil shah, “arduino based servo motor control,” 2016. accessed: apr. 30, 2023. [online]. available: https://www.researchgate.net/publicati on/324529480_arduino_based_ servo_motor_control. microsoft word 3 1033_hening rare animal education usingaugmented reality rare animal education using augmented reality sisforma vol.4 no.2 desember 2017 : 52 – 58 52 rare animal education usingaugmented reality hening artdias information system department, faculty of computer science soegijapranata catholic university, indonesia 13070036@student.unika.ac.id ridwan sanjaya information system department, faculty of computer science soegijapranata catholic university, indonesia alb. dwi yoga widiantoro information system department, faculty of computer science soegijapranata catholic university, indonesia abstract-indonesia has a lot of the diversity in flora and fauna that can be assets and icon on this area. unfortunately, flora and fauna that exist in indonesia aredecreasing. the animals endangered in indonesia are javan rhino, sumatran rhino, sumatran tiger, sumatran orangutan, sumatran elephant, borneo elephant, bornean orangutan and turtle. they are almost extinct because the destruction of forest habitats, a conflict between humans and animals, trade, hunting, and the arrests beyond capacity. [1]. the issue of the extinction of the animals is dominated by human behavior and nature wrath. for that reasons, education game “rare animal” becomes formulations to raise awareness of endangered species. keyword: education game, augmented reality, rare animal. i. introduction javan rhino, sumatran rhino, sumatran tiger, sumatran orangutan, sumatran elephant, borneo elephant, bornean orangutan and turtle are threatened to extinct because of the destruction of forest habitats, a conflict between humans and animals, trade, hunting, and the arrests beyond capacity [1]. the issue of the extinction of the animals is dominated by human behavior and nature wrath. for that reasons, education game “rare animal” becomes formulations to raise awareness of rare animal. technology augmented reality, the utilization of with enjoyable gaming 3d, is the formulations that are applied to interactive learning in the fun education game. the rare animal made like a real in modeling in three dimensions of the animal information, so players can identify the animals without necessarily visiting the conservation of rare animal. according to research by a team of neurobiology at the university of california, playing games with 3d graphics can improve memory because gamers get more information that can be explored, and game with three dimension are more complex for a lot of information that can be learned [2]. it is the reason that “augmented reality”content information makes players easy to remember. rare animal education using augmented reality sisforma vol.4 no.2 desember 2017 : 52 – 58 53 ii. literature references 2.1. augmented reality according to the language term, augmented reality is the reality in the paper media or marker. augmented reality is different from virtual reality.augmented reality is the integration of elements of digital in the real world [3]. this technology has been in existance for 40 years after their introduction of virtual reality. as a result of research about augmented reality that is head-mounted display (hmd) is weapon of the fundamental technology [4]. according to the book “mudah membuat game augmented reality (ar) dan virtual reality (vr) dengan unity 3d”,augmented reality isa technique combining the virtualtwo dimensionsorthreedimensionsto the real then projecting the objects in real[5]. ar is a technology that combines a virtual 3d and 2d in the real world then project things virtual in real time. a virtual cannot be seen by people without the tools. ar also potentially eliminates things that have existed by adding a layer of the virtual[6]. 2.2. unity 3d unity 3d is a game engine to explore creativity in making video games, project unity could be exported on platform iphone, nintendo wiiware, android, ps3, xbox live arcade. the 3d engine has the ability to make virtual environment in realtime and realistic as if users in the real world.[7]. the most important thing when making a project augmented reality in unity: a. project is a package of the components that also contains the identity of the project name, platform building and components that will be chosen. b. scene is the work for the manufacture. one scene can contain a few games,and with each other scene can be picked up differently. c. asset and package are a collection of materials stored in the form of terrain, the game up and so forth. d. vuforia sdk is a device for the manufacture of augmented reality in order to track image target/marker[8]. 2.3. 3ds max 3ds max can be used as anobject designer in 3d [9]. 3ds max is a program used professionally for architects, the development of game, animation, civil engineering and professional concerned. it can provide the ideal of real, deserves to be used as medium of learning. 2.4. educational game andang ismail states that the educational gameisfun activities that characteristic to educate as it can be read in the book with the title education games [10]. iii. research methodology the location of thiseducation game research was in kab.semarang with the subjectsof 9-12 years old children. according to erik erikson, the development of psychosocial children 6-12 years is industry vs. inferiority.children aged 6-12 years create a positive and being able to compete with the positive orientation [11]. the brain growth develops in accordance with the growth of the body. when a child reaches 5 years old, the growth of his brain has 80 % of perfection. when a child is aged 6 years old, the process of brain growth can be said to have perfection[12]. selection of children in vulnerable age 9-12 will support the research because the subject can read, write and understand the independent. the choice of location in kab.semarang is because it is close to a mountain which has natural wildlife and beautiful nature. this education games can rare animal education using augmented reality sisforma vol.4 no.2 desember 2017 : 52 – 58 54 figure 1 opening game rare animal figure 2 level 1 rare animal prevent the action tonot disrupt the ecosystem of wild animals in the area. population the study is childrenaged 9 to 12 years old. the number of respondents is41 children. table 1. according to the central statistic of semarang in 2014 population in kabupaten semarang 2014 age kind of sex m f m + f (1) (2) (3) (4) 0 – 4 35,632 33,602 69,234 5 – 9 40,331 37,718 78,049 10 – 14 41,844 39,334 81,178 15 – 19 39,797 39,891 79,688 20 – 24 35,330 42,066 77,396 25 – 29 39,583 42,611 82,194 30 – 34 38,794 39,559 78,353 35 -39 35,739 36,769 72,508 40 – 44 35,605 36,122 71,727 45 – 49 31,409 32,532 63,941 50 – 54 28,722 28,526 57,248 55 – 59 22,071 20,081 42,152 60 – 64 13,704 14,874 28,578 65 – 69 10,676 12,577 23,253 70 – 74 9,778 12,451 22,229 75 + 12,056 15,697 27,753 total 2014 471,071 484,410 955,481 iv. result and explanation it is the content game “rare animal” 1. opening opening has contents of education information: the number of animals and the reasons why the animals are extinct. 2. level 1 level 1, the player is servedto liberate the rhino of the cage to save rhino javan and rhinos sumatran with a few clues to solve it. 3. level 2 level 2, the player is assigned to extinguish the forest fire to protect the species and habitat. figure3level 2 rare animal rare animal education using augmented reality sisforma vol.4 no.2 desember 2017 : 52 – 58 55 figure4level 3 rare animal 4. level 3 level 3, the player is assigned to save the sumatran elephants in order not to starve, mines as a challenge. 5. 6. 7. 8. 9. 10. 5. level 4 level 4, the player is assigned to clean the garbage on the beach because green turtles often produce waste and garbage. 6. level 5 level 5 is a quiz to guess the origin of animals so that the player knows more about wildlife habitat. 7. gift it is used to appreciate the player to finish the game in order to attract the player to play until the end of game. the result showed that 41 respondents answered the questionnaires: 1. do you like the game " rare animal "? there were 20 people who really liked the game, 14 people liked, 3 people chose fair, two people likeda bit, and two people didn't like it. figure5level 4 rare animal figure6level 5 rare animal figure 7gift rare animal figure 8 diagram of the analysis in interest 1 0 10 20 30 sangat suka suka biasa saja kurang suka tidak suka rare animal education using augmented reality sisforma vol.4 no.2 desember 2017 : 52 – 58 56 2. do you like the game with 3 dimensions based on augmented the reality? there were 15 people who really liked, 21 people liked, three people chose fair, one liked a bit, and a person did not like. 3. are you excited in playing game “rare animal”? there were 13 respondents who were very excited, 23 excited respondents, one fair, 3 less excited, and one not excited. 4. do you want to invite your friend to play game “rare animal”? there were 13 of 41 respondents declared that they really wanted to take theirfriends to play the game “rare the animal”, 19respondents wanted to invite, 6 respondents chose fair, and 4 respondentswere reluctant to invite. 5. do you agree to study rare animals after playing “rare animal”? there were 14 of 41 respondents who strongly agreed to study, 21 respondents agreed, 5 respondents were fair, and one respondent did not agree. 6. do you think the game “rare animal” can make it easier to remember any information? there were 10 of 41 respondents who strongly agreed, 20 respondents agrees, 6 respondents chose fair, and 5 respondents didn’t think it was easy. figure 9 diagram of the analysis in interest 2 figure 10 diagram of the analysis in interest 3 figure 11 diagram of the analysis in interest 4 figure 12 diagram of the analysis game can be fun interactive learning 1 figure 12 diagram of the analysis game can be fun interactive learning 2 0 5 10 15 20 25 sangat suka suka biasa saja kurang suka tidak suka 0 5 10 15 20 25 0 5 10 15 20 sangat inginya, inginbiasa sajakurang ingintidak ingin 0 5 10 15 20 25 sangat setuju setuju biasa saja kurang setuju tidak setuju 0 5 10 15 20 25 sangat setuju setuju biasa saja kurang setuju tidak setuju rare animal education using augmented reality sisforma vol.4 no.2 desember 2017 : 52 – 58 57 7. do you think playing the game "rare animal”is fun? there were9 of 41 respondents who answered a lot of fun, 23 respondents answered yes, 6 respondents said fair, 3 respondents didn’t quite like. v. conclusion the game using augmented reality that is packaged in the “rare the animal” is able to increase the interest of children's play because they feel interested in how to play the game that was not monotonous. based on the data analysis, 90 % respondents loved the game in 3d based augmented the reality. the technology of “rare animal” game uses augmented reality based os the androids that can be played, not just carry up the 3d. the system rewards in the form of next stage and at the end, inbuilt reward for coloring the 3d texture to appreciate complete game. the game can be interactive learning in a fun way. the “rare the animal” game shows that a concern for endangered species increases after playing games.respondents know what to do in endangered species and habitat with the real story, the main reasons of the animal crisis. pre-test score was 619 and post-test increased to 840. “rare the animal” game has 5 of the trigger or marker. the game can only be played if a jet. marker of two dimensions can tobe print out to be able to do the scan on so it can bring out the game. ?????????????????????????? “rare animal” game can only be played under the specification of the smartphone. the specifications of the back camera are at least 8 megapixel with ram at least 1gb and os android jellybean. if not, the game will fail loading and the 3d will not show up. acknowledgements the writing of this manuscript was made possible by a grant provided through the excellent scholarship ofdirectorate general of higher education, ministry of education and culture of the republic of indonesia references [1] wwf-indonesia, “species,” wwfindonesia. [online]. available: http://www.wwf.or.id/program/spesies/ [2] g. alif, “sudi: game 3d tajamkan daya ingat,” detikinet, 2015. [online]. available: https://inet.detik.com/games-news/d3102295/studi-game-3d-tajamkandaya-ingat. [3]t. r. annastacia novianti priyatna, lisa triana putri, mora parlindungan, “implementasi augmented reality sebagai media pembelajaran pada simulasi terjadinya tsunami,” ejournal univ. gunadarma, p. 24, 2013. figure 13 diagram of the analysis game can be fun interactive learning 3 0 5 10 15 20 25 rare animal education using augmented reality sisforma vol.4 no.2 desember 2017 : 52 – 58 58 [4] r. s. andre kurniawan, maryuni, mudah membuat game augmented reality (ar) dan virtual reality (vr) dengan unity 3d. kompas gramedia building, 2016. [5] m. chafied, “brosur interaktif berbasis augmented rality,” ejournal itsn, pp. 1–5, 2010. [6]w. h. dan e. w. eka ardhianto, “augmented reality objek 3 dimensi dengan perangkat artoolkit dan blender,” pros. snatif, pp. 267–274, 2014. [7] y. appli muhamadan jeba, andika ocfera, “rancang bangun aplikasi edugame museum sultan mahmud badaruddin ii palembang berbasis unity 3d,” jatisi mdp, no. x, pp. 1– 10, 2012. [8] k. t. m. iwan setya nugraha, kodrat iman satoto, “pemanfaatan augmented reality untuk pembelajaran pengenalan alat musik piano,” siskom undip, p. 9, 2009. [9] s. hutamaputra and d. – i. f. thalib, “pembuatan sistem pakar untuk diagnosis penyakit telinga dengan menggunakan sharpdevelop dan 3ds max,” e-journal univ. gunadarma, pp. 1–16, 2010. [10]a. ismail, education games. yogyakarta: pilar media, 2006. [11] m. hasan, paud (pendidikan anak usia dini). 2009. [12] badan pusat statisik indonesia, “jumlah penduduk menurut kelompok umur dan jenis kelamin di kabupaten semarang tahun 2014,” 2014. [online]. available: http://semarangkab.bps.go.id/linktabe lstatis/view/id/21. virtual reality game education to learn traffic regulation sisforma vol.4 no.1 februari 2017 : 7-11 7 virtual reality game education to learn traffic regulation andru deva lukito1, ridwan sanjaya2, hendra prasetya3 information systems department, faculty of computer science soegijapranata catholic university, semarang, indonesia andrudeva@gmail.com1, ridwan@unika.ac.id2, hendra@unika.ac.id3 abstract – traffic accident has become number 3 of children fatality in the world according to who[1]. traffic accidents that include children are often caused by themselves for breaking the law or regulation. education about traffic regulation and law including traffic signs and the description must be early given to children.education is the process to change a person or a group attitude and behavior in order to make them matured through teaching and training [2]. education that can be used is interactive digital media. it is digital game, various forms of digital game from 2d, 2.5d to 3d with many points of view and new technology. vr (virtual reality) as new digital media where alternate reality existschecks various theories 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’s statement before was to 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 contains the result of using virtual reality as traffic regulation education media. education materials consist of traffic signs that appear on the road and safety riding gear. keywords – virtual reality, traffic sign, road traffic, children, education i. introduction vehicle population in indonesia especially private vehicle according to oica (organisation internationale des constructeurs d’automobiles) statistic shows the significant annual growth [4]. for example,the number of motorcycle in indonesia is increasing considerably by 7,184,925 from 2014 until 2015[5], the growth of vehicle triggering another effect. the increasing road density influences the increasing risk of accident. according to who, traffic accidents are on the third place on children at age 0-14[1], and this problem becomes main concern. indonesia act 2009 number 22 about road traffic and transportation states “every person who drives a vehicle must obey: traffic sign, road marking, traffic lamp and sirens, traffic motion stop and parking, horn and light, maximum and minimum speed, coupling procedure”[6].anyway, the number of traffic law violations keeps increasing year by year in indonesia. in 2015, traffic law violation increased up to 34 percent or 69,786 violation[7]. besides,adult traffic violation isexecuted by children too. this behavior leads to secondary effect like robbery, street racing, and other street crime[8]. this problem leads to aggressive driving behavior where children become impatient and dangerous for people around them[9]. also traffic sign and traffic jam make driver become aggressive and increase chance of traffic accident[9]. high traffic accident which involves children becomesthe focus ofthe researcher to develop an education media to prevent traffic virtual reality game education to learn traffic regulation sisforma vol.4 no.1 februari 2017 : 7-11 8 accident increasing by educating children with traffic sign and safety riding gear. the media used as education media was virtual reality game, to give education with virtual experience, in virtual world and generated reality[10]. game have positive effect on both psychology and physically especially for teens in their puberty that often cause emotion instability and make teen tend to trouble[9]. this journal studies simple yet attractive traffic road regulation for elementary students from age 7 until age 11, by designing and setting specification for virtual reality gadget, and to know the result of this research. ii. theoretical foundation 2.1 road traffic road traffic are motion of vehicle and people in road traffic space[6]. road traffic is one of entity on the system with transportation vehicle[6]. road traffic network is series of connected node or work space for transportation vehicle[6].inorganizing road traffic, road traffic infrastructures like road and road amenities are needed for vehicle, people and goods to move[6]. indonesia act 2009 number 22 about road traffic and transportation states that road traffic and transportation vehicle are one with the system consisting road traffic, transportation, road traffic network, and road traffic amenities, vehicle, driver, and the management of road traffic itself [6].traffic sign has become one of important road amenities that are installed on every road assaid in indonesia act 2009 number 22 about road traffic and transportation mentioning that traffic sign is part of road amenities including sign, letter, sentence or the combination serving as warning, instruction, and guide for driver.[6]. drivers have responsibility to obey traffic sign as indonesia act 2009 number 22 about road traffic and transportation stated on paragraph 106 verse 47. the children traffic signs arranged based on book consist ofwarning, instruction, and guide traffic sign. 2.2 education according to indonesian dictionary, education is a process or groupto change person manner and behavior in order to make a person or a group mature through teaching and training[11]. john dewey said that learning was social process not preparation but life itself [12].furthermore, john dewey statedthat education was experience process considering as a matter of fact that life keeps changing so human will always grow and learn without age boundaries. education is a process of learning in every phase of life and improving human skills[13]. 2.3 video game gameis divided in several genres like action, adventure, education, racing, roleplaying game, simulation, sport, and strategy[14]. according to player view, games are divided on several category like first person, third person, isometric, platform, side scrolling, and top down[14]. game has become a method to express their feeling for generation nowadays both social and anthropology[15]. game is not an entertainment anymore, game has emerge as new field[15]. many universities and teacher start to study about game as media [15]. gamehas various effect, so game is valuable especially for teens [15]. 2.4 virtual reality virtual reality is a technology developed in the late 20th century. this technology aims to provide artificial experiences, the virtual world, the artificial world and the artificial reality [10]. development of virtual reality itself was originally intended for the field of health[16]. at present the virtual reality has been developed for flight simulations, multistore buildings, social environments, etc.[16]. today's virtual reality continues to be virtual reality game education to learn traffic regulation sisforma vol.4 no.1 februari 2017 : 7-11 9 1 29 total respondents that already play virtual reality before have played before never played before 13% 7% 33% 47% 0% 7% 33% 60% 0% 20% 40% 60% 80% 0%-25% 26%-50% 51%-75% 76%-100% comparison number of respondents per group by percentage of correct answers pre-test post-test developed, especially in the gaming world,a variety of games that offer first person view experience using virtual reality devices. experience with the first person perspective makes virtual reality a favorite with technological developments [16]. iii. methods this research aimedto know the effect of educational virtual reality game titled “simulasi tertib berlalu lintas” (simulation of traffic compliance). this research using closed and open question by questionnaire directly to 30 random elementary students from grade 3 until grade 6. the sampling process was separated in two stages. first stage is pre-test. this stage is to test respondent’s knowledge about traffic sign and safety gear when riding motorcycle. second stage is posttest.this stage is conducted after respondent finishes playing the game, on this stage respondentare asked to tell their knowledge about traffic sign and safety gear when riding motorcycle. questionnaire for both pre-test and post-test contained the same format but different question on open section. 15 closed questions contain traffic sign. in pre-test questionnaire, 2 questions are about safety riding gear, and 3 questions are about virtual reality experience before respondents play the game. post-test consists of same questions format with some difference at open questions. 2 open questions in post-test are about safety gear riding they saw when playing game, then 3 questions are about respondents experience when playing the game. iv. survey results after respondent worked out pre-test and posttest, the result was: 1. 97 percent (29 out of 30 children) never played games using virtual reality technology. fig. 3.1 total of respondents already played before 2. comparison of the total percentage of correct answers between pre-test and posttest by 15 percent (68 answers from 450 answers) from 80 percent -65 percent fig. 3.2 comparison of total right answer pre-test and post test 3. increased knowledge can also be seen from the percentage increase in the group of respondents with the percentage of correct answers 76 percent-100 percent as much as 13 percent (4 respondents). fig. 3.3comparison number of respondents per group by percentage of correct answers 4. at level 3 where the respondent is asked to ride the incomplete rider either his motorcycle accessories or his rider, it teaches the respondent to always use safety equipment and check the completeness of 65% 80% comparison of total right answer pretest and post test pre-test post-test virtual reality game education to learn traffic regulation sisforma vol.4 no.1 februari 2017 : 7-11 10 28% 10% 41% 10% 10% motorcycle accessories important according to the respondents headlight speedometer rearview mirror lamp riting etc (brake, muffler) 59% 5% 5% 19% 8% 3% motorist accessories important according to the respondents helmets gloves elbow shield jacket shoes etc (driving license) 90% 10% precentage of happines of respondent to virtual reality game yes no the motor so that no accident can cause serious injury, here is the exposure of choice parts of motorist and motorcycle accessory chosen by the respondent after playing. respondents chose more rearview mirrors than ever before by 42 percent followed by 28 percent headlamps as well as turning light, speedometer and rearview mirror followed by 10 percent fig. 3.4percentage of motorcycle accessories important according to the respondents 5. on the question of motorist's accessories the respondent's answer began to be divided into 60 percent helmets, jacket 19 percent, shoes 8 percent, gloves and elbow protector 5 percent, and 3 percent. fig. 3.5difficulty of features utilization inside framework 6. the test results showed that 90 percent of respondents loved to play virtual reality games. in accordance with the formulation of problem number two, the level of pleasure of children aged 7 to 11 years is very high on the material provided with the design and specifications that are suitable and comfortable for them. fig. 3.6happinesspercentage of respondent to virtual reality game 7. this study showed that virtual realitybased games could provide education in a fun way, the picture below states 73 percent of respondents feel very happy after playing the game virtual reality. fig. 3.7percentage of excitement for using game as road traffic educational media v. conclusion based on increasing percentage of correct answers from the pre-test at 65 percent to 80 percent with the percentage increase of 15 percent and the displacements of respondents who can only answer 0 percent 25 percent by 13 percent (4 respondents) to 0 percent as described, the education materials are compatible for children age 7-11. this result was strengthenedby the answer from both subjects mostly show same respond in easy to use, features provided, and the installation of framework itself. from the gathered data, many respondents desired to play the game again. 73% 20% 7% 0%0% precentage of excitment for using game as road traffic educational media very exciting exciting indifferent unpleasant very unpleasant virtual reality game education to learn traffic regulation sisforma vol.4 no.1 februari 2017 : 7-11 11 the material were not too hard for them so virtual reality needed to be more developed for educational purpose and made it reliable, sturdy, and easy to use for 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[16] b. lange et al., “designing informed gamebased rehabilitation tasks leveraging advances in virtual reality,” disabil. rehabil., vol. 34, no. 22, pp. 1863–1870, 2012. wana warrior game as animal rescue campaign media sisforma vol.4 no.1 februari 2017 : 1-6 1 wana warrior game as animal rescue campaign media adit rama putra information systems department, faculty of computer science soegijapranata catholic university, indonesia adit.ramp@gmail.com erdhi widyarto st, mt. information systems department, faculty of computer science soegijapranata catholic university, indonesia erdhi@unika.ac.id albertus dwiyoga w. s.kom, m.kom. information systems department, faculty of computer science soegijapranata catholic university, indonesia yoga@unika.ac.id indonesia is a nation which is rich of biodiversity. various vegetation and good supporting climate make indonesia a comfortable homeland for some species. deforestation and illegal hunting have threatened some species. 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 informationis selected important issues. players are focused only on provided issues. the result of the research shows that “wana warrior” game can educate people about animal biodiversity, especially, in indonesia. keyword: animal, indonesia, game, education, agenda setting. i. introduction indonesia is one of the richest biodiversity nations in the world. located in the equator, indonesia has tropical climate and tropical rain forest which has a lot of variety of animal and plants. moreover, indonesia has a lot of topology too, from mountain to shore, forest savanna, etc. this condition allows various unique species to adapt according to the place they live. there are 300.000 animal species or approximately 17% animal in the world compared to indonesia’s area large.[1] in indonesia, animal distribution is divided into 3 areas separated by 2 lines, wallace line and weber line. first area is located in west side of wallace line is asian type animal. the distribution is in sumatera, java, borneo, and bali. between wallace and webber line is transitional animal type. the distribution is in sulawesi, and islands in nusa tenggara, and most of the maluku. and then, eastern weber line is australian type animal.[2] even though having rich biodiversity, indonesia has bad reputation about endangered animal. according to iucn (international union for conservation nature) there are 184 animals’ species, 119 birds, 32 reptiles, 32 amphibians in 2011. mailto:adit.ramp@gmail.com� mailto:erdhi@unika.ac.id� mailto:yoga@unika.ac.id� wana warrior game as animal rescue campaign media sisforma vol.4 no.1 februari 2017 : 1-6 2 the summary of critically endangered there are 69 species, 197 are endangered, and 539 are vulnerable.[1] government and some organization have doing some effort to save indonesia’s biodiversity. efforts made by the government are making regulation, protected forest program, national park, and captive breeding for some species. in the other side, there are some ngo’s are doing their activities about campaign to save the biodiversity. however, indonesia still has problem with the law enforcement, as a result big action is needed. actually, government and some ngo’s are doing campaign about biodiversity saving. looking at deforestation still running quickly, the campaign seems not too effective. unfortunately, the government project is stopped just in one event. the campaign gave little education to people to save nature. the efforts are now working together with public figure to campaign biodiversity saving, social media, and having events with the people. game can be an alternative to campaign the animal and biodiversity saving. game nowadays is the part of lifestyle. just like the social media, game has aspect like audio and visual. for example, there are rhino raid by wwf (world wide fund for nature) campaign about rhinos saving in africa. the use of game as campaign media is supported by good mobile device market. in 2nd quarterof 2015, smartphone sales increased 13% with 314,5 million sales[3]. in indonesia itself, smartphone sales increased 55%. although it decreased 11% per-quarter, indonesia has beenstill the biggest smartphone market in south-east asia[4]. ii. literature review 2.1 indonesia’s nature indonesia is one of the largest archipelago nations in the world. 2/3 of the state is sea. indonesia is known as world’s lung too because indonesia has forests spread in almost all island. indonesia is one of the part of the coral triangle too and it’s a place to live 45% fish species in the world[1]. even thoughhaving rich in bio diversity, indonesia has bad record about deforestation and natural conservation. besides indonesia, there is brazil which takes part in the largest deforestation rate in the world. study by university of maryland in the end of 2012; at 2008 to 2012 indonesia overtook brazil in the fastest deforestation rate. recorded, there are 840.000 ha forest lost in indonesia. in the other side, brazil, the former leader, lost 460.000 ha. deforestation rate is dominated by sumatra, kalimantan where the palm oil business running[5]. indonesia’s animal wildlife is threatened too. beside of deforestation, illegal hunting threatens the animals. the existence of some animals like orangutan, sumatran rhinos, sumatran tigers, and the others are threatened. approximately the amount of sumatran orangutan (pongo abelii) is 14.613[6]. while borneo orangutan is going to critically endangered[7]. sumatran rhinos (dinocerorhinus sumatrensis) is in critically endangered too with less than 100 in way kambas national park, bukit barisan national park, and gunung leuser national park[8]. sumatran tigers (pantera tigris sumatrensis) is only 400 in sumatera[9]. sumatran elephant (elephas maximus) which is sub-species of asian elephants is critically endangered status. the population is threatened by over forest function and illegal hunting for their ivory[10]. in the other side, javanese gibbons is endangered by the number of 2500[11] spread in slamet mountain and dieng plateau[12] wana warrior game as animal rescue campaign media sisforma vol.4 no.1 februari 2017 : 1-6 3 2.2 environment campaign campaign according to wwf is a tool for telling information, increasing awareness andcaring, and changing behavior. campaign is useful for telling opinion or message to society to get support from some part of people.campaign about natural saving has been done by several organizations from government and ngo that runs in natural saving such as wwf, greenpeace, pro fauna, etc. the media for campaigningis internet, seminar, action, etc. 2.3 media messages in media in semiotic consist of mixed symbols arranged spatially and chronologically to create impression, telling idea, and give the meaning for the responder. as an example, howa producer processes the symbols and signs, and so how audience accepts and gives meaning the symbols and signs to the information they understand. in arranging information, sign raised should have clear relation to what it represents.[13] media has capability to arrange issues which are considered important to society. that function is mentioned as agenda setting function. walter lippmann, a journalist from usa formulates the agenda setting theory, and takes a look at how society doesn’t take the real incident but what is in their head. the thing mentioned as pseudo environment in the other words, agenda setting theory is shaping issues in human mind[13]. there are two steps in agenda setting. first, takinggeneral issues which are considered as important issues. then, deciding which issue, from the chosen issues, which are considered important. these two steps are important and havea relation because the information delivery process will be better and give frame about the problem[13] agenda setting process is 3 ways of processes. first, making priority in issues that we will discuss in media (media agenda). second, creating public agenda. and third, realizing public agenda influence or interacting with policy maker (policy agenda). in the simple way, the first process influences the second, and the second influences the third[13]. iii. research and methodology 3.1 game development method game development process is divided in some process shown in fig. 3.1 fig. 3.1 game development process game development process for wana warrior game has a purpose to develop campaign game. the theme is about wide deforestation in indonesia. in literature review process and data gathered, the taken theme is about the impact from the nature destroying the animal. the game is strengthened by story how nature is destroyed and how the animals save their live. the character is wana warrior game as animal rescue campaign media sisforma vol.4 no.1 februari 2017 : 1-6 4 based on the real characteristic in the nature. thus, player can understand what the animal feels. iv. result and discussion 4.1 wana warrior gameplay wana warrior has strategy gameplay with some action in it. the information is given often every loading screen in every moving scene. wana warrior character is animal which is threatened in indonesia. there are orangutan, tiger, gibbons, rhino, elephant, and deer like shown in fig. 4.8. fig. 4.8. wana warrior wana warrior has stories for each character. started from otan, a sumatran orangutan who fights to defend his homeland. then, there is yongki, a sumatran elephant who is saved by otan when he is poisoned by hunters for his ivory. after yongki, there is datu, a javanese rhino, who is almost killed because he accidentally enters human’s house for food. then, there is bappu, a javanese gibbon who is dying after his child is caught by hunters. finally, story of harimo, sumatran tiger, and sambar, sambar deer, whichis almost killed when harimo is trying to hunt sambar. there are some features in wana warrior.fig 4.10 shows all features. there are warrior scene containing character information and story. player can level up and read character characteristic. then in the item shop, player can buy items to help them in game. and then in the upgrade center,player can upgrade base and raisesp to improve the game. fig. 4.9wana warrior features in the gameplay, player has to fight the enemy by summoning the character. the winner is the first who destroys enemy base first. gameplay is shown by fig. 4.10. fig. 4.10 gameplay in-game loading screen, fig. 4.11, always pop-up every scene move. in loading scene, here is the simple information given, and information is frequently given and simple. so, player will learn unwittingly. fig. 4.11. loading screen 4.2 game assets wana warrior assets are including button, character, environment, gui, and other supporting assets. the assets made by spritesheet technique. assets environment is based on real condition in indonesia nature wana warrior game as animal rescue campaign media sisforma vol.4 no.1 februari 2017 : 1-6 5 especially in sumatra. main character assets shown by fig. 4.12and the enemy character shown by fig 4.13 fig. 4.12 main character fig. 4.13enemy character game setting is in sumatera. to build the environment using some sprite shown infig 4.14. fig. 4.14 spritesheet environment 4.3 testing to prove how wana warrior has impact to people, a test was held to the same respondent from the game design. this test examined respondent’s knowledge about indonesia animal biodiversity, respondent’s respond about game design and story. this test had purpose to find out if the game could deliver messages about indonesia animal biodiversity to players. respondent was given some questions; there were 10 problems from the pre-test than given again in post-test and some question about the game. the result is shown in table 4.1. data show the result of the 10 problems about respondent’s knowledge on indonesia’s animal. there were24 respondents whose increasing score. the respondents whose increasing score more than 6 were noted from 15 to 26 respondents. this result showed thatwana warrior had good impact as campaign media for animal rescue. table 4.1 test result v. conclusion wana warrior game is a game made as education media for animal rescue. in the process of data gathering, the result showed that users had tendency to get info from media which hadgraphical characteristic, easy to understand, and intensive. in brief, wana warrior gives education material by that way. wana warrior game is designed by mixing some elements, game and agenda setting theory. using of this method is with adopted agenda setting theory, so player learning with no feel they are learning. game implementation in mobile devices has purpose to cut off the distance between game and player, and can be played everywhere. so, the more player play the game, the more they are learning following by their awareness to animal rescue. generally, wana warrior game is made with familiar genre. so a player doesn’t feel wana warrior game as animal rescue campaign media sisforma vol.4 no.1 februari 2017 : 1-6 6 strange with the gameplay. wana warrior game is designed to be finished not in a short time. so with gameplay design, player can modify their troops as they wish. in the other word, the story can make attachment game to player’s feeling. so the message can deliver better. acknowledgement adit rama putra is the game technology student of soegijapranata catholic university. based on academic excellence, he receives scholarship from ministry of national education of republic indonesia (beasiswa unggulan kemendikbud ri) references [1] “fakta tentang satwa liar indonesia.” [online]. available: http://www.profauna.net/id/faktasatwa-liar-di-indonesia. [accessed: 06-sep-2015]. [2] “sejarah alam indonesiano title.” [online]. available: http://www.mongabay.co.id/sejarahalam-indonesia/. [accessed: 06-sep2015]. [3] “smartphone os market share, 2015 q2,” 2015. [online]. available: http://www.idc.com/prodserv/smartph one-os-market-share.jsp. [accessed: 13-sep-2015]. [4] lina noviandari, “samsung masih kuasai pasar ponsel indonesia di q1 2015, evercoss nomor dua,” 2015. [online]. available: https://id.techinasia.com/pasarponsel-dan-smartphone-indonesia-q12015/. [accessed: 13-sep-2015]. [5] p. jacobson, “indonesian officials resist movement to end deforestation for palm oil,” 2015. [online]. available: http://news.mongabay.com/2015/09/i ndonesian-officials-resist-movementto-end-deforestation-for-palm-oil/. [accessed: 08-sep-2015]. [6] k.n rosandrani, “ada dua kali lebih banyak orangutan sumatera dari yang diperkirakan,” 2016. [online]. available: (http://nationalgeographic.co.id/berita /2016/03/ada-dua-kali-lebih-banyakorangutan-sumatera-dari-yangdiperkirakan. [accessed: 17-feb2017]. [7] s. ancrenaz, m., gumal, m., marshall, a.j., meijaard, e., wich , s.a. & husson, “pongo pygmaeus,” 2016. [8] national geographic, “the sumatran rhino: another 200 years? it’s your call!,” 2014. [online]. available: https://www.iucn.org/content/sumatra n-rhino-another-200-years-its-yourcall. [accessed: 17-feb-2017]. [9] wwf, “sumatran tiger,” 2017. [online]. available: http://www.worldwildlife.org/species/ sumatran-tiger. [accessed: 17-feb2017]. [10] wwf, “gajah sumatera,” 2012. [online]. available: http://www.wwf.or.id/program/spesie s/gajah_sumatera/. [accessed: 17feb-2017]. [11] silvery gibbon project, “silvery gibbon fact sheet,” 2010. [12] a. setiawan, “population density and distribution of javan gibbon (hylobates moloch) in central java, indonesia,” biodiversitas, j. biol. divers., vol. 13, no. 1, pp. 23–27, 2012. [13] s. w. littlejohn, theories of human communication (4th ed.). 1992. a learning system design based on digital technology utilization sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1156 62 a learning system design based on digital technology utilization lianly rompis lrompis@unikadelasalle.ac.id universitas katolik de la salle manado 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. keywords—learning system, digital technology, information application, innovation tool, learning media 1. introduction 1.1 background the development of digital technology in indonesia in two last decades is very fast, spread evenly to every city, including manado which located in the north of sulawesi.this technology growth is vastly driven by the availability of many sorts of good performance technology comes from various nations, with unique models that so innovative for people to use. it is also supported by the society’s high financial economy, and high enthusiasm from communities, mostly academic educators that need information for teaching and educating students. we should agree that the basic concept of digital technology which comes from analog nature is an amazing invention from our past and will valuable for generations. with binary based system, electronics and network technology, it is expected that the process of transferring information and classroom learning will be easier, more flexible, and do not bring a great problem forhuman future activities. a digital technology should not be seen as a threat, but as a meaningful thing, where we can utilize them for the improvement of human civilization, and keep maintaining respect to traditional learning and manual opinions or analysis because they are still the best of all. a learning system based on digital technology utilization for information and innovation should be well designed to achieve the education gold. however, the security of technology should still be considered to maintain the dignity and sustainability of human civilization. a learning system design based on digital technology utilization sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1156 63 1.2 previous study previously a research study has been done in electrical engineering study program at universitas katolik de la salle manado to find out whether media audio video can be utilized as one of the supporting facilities in the teaching and learning process. both lecturers and students need a learning process. the development of science and technology will indirectly require them continually to think and learn. although the teachinglearning process in general has been running well but still needs to be supported by good learning media so that it can be in line with the vision and mission of the university and able to make the faculty of engineering as a front liner in the field of information technology. [3,4,5] 2. literatur review 2.1 facts about digital technology the development of digital technology needs to be utilized together in a positive way to support the development of a nation.progressing technology certainly opens up new opportunities and it can encourage change and bring positive social impacts in a community. to encourage the use of information technology that can support various formal and informal activities at college or university level, telkomsel will hold a digital community campus program that planned to be implemented in 20 campuses in 20 cities in indonesia. on the other hand, telkomsel encourages program #internetbaik (responsible safe inspirational and creative), where the main participants come from school will be equipped with knowledge and understanding to use the internet and information technology positively. [10] telkomsel's subscribers in manado and its surrounding areas are becoming increasingly using data. 80% of telkomsel's customers in manado have switched to broadband services.[11] central bureau of statisticsnoted, the growth rate of internet users in eastern indonesia reached the highest level compared to other regions in indonesia.the data is contained by bps survey results in collaboration with the indonesian internet service provider association.head of bps revealed for interprovince industry, north sulawesi recorded as the province that has 100 percent or the highest ranking that uses computers and internet in business activities.while the second rank is west kalimantan 94.12 percent above the province of dki jakarta as the center of government which reached 90.83 percent. [9] figure 1.internet and smartphone users statistics (e-marketer dan asosiasi penyelenggara jasa internet indonesia, 2017) 2.2 broadband evolution through the use of computers and telecommunications networks, humans have been able to extend their power of thinking, influence, and productivity, just as those in the industrial age were able to extend the power of physical through the heavy machinery. exciting developments continue unbated in many areas that are key to the ongoing evolution of broadband devices, applications, and network infrastructures. a learning system design based on digital technology utilization sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1156 64 these remarkable developments are propelling the broadband evolution, creating good reasons to pursue next-generation networks in digital world. [1,2] 2.3 adult education and learning process education for adults has different approaches scopes, goals, and strategies compared to education for children. it focuses on lifelong learning to learn the skills gained in self-directed. in conducting their educational process, adults prefer to study in free conditions, do not like rote, prefer to solve problems and practical matters. they also use different types of books, print media (e.g. books, modules, booklets, leaflets, charts, photos, newspapers, magazines) and non-print media (e.g. radio cassette, power point slides, videos). lecturers are people who play a very important role in organizing a learning process in classroom. the classroom consists of a number of students who are mentored by teachers to explore the world and learn how to direct the exploration results to be useful. the success of student learning is strongly influenced by the way a teacher manages the learning process. information-processing learning models basically focus on ways to strengthen the internal impulses (coming from within) the human himself to understand other humans by exploring and organizing data sensing problems and working their way through solutions and developing language to express them. generally, many information processing models can be applied to learning goals of different ages. included in this group is the model of concept achievement, inductive thinking, exercise research, initial guide, memorization, intellectual development, and scientific research. [6,7] 3. research methodology this research was conducted with qualitative approaches. data was taken from previous research, observations, personal experience, and survey. analysis is done using tables and interpretations, with the help of system design concept and current digital technology. the methods being used are literature study, analysis from personal experience, system design, and future implementation. 3.1 literature study collecting sources of information, observations, and references related to digital technology trends and development was the first step of this research. several media have been used as reference, such as books, journals, and online articles. 3.2 personal experience before started a literature study, i already have some personal experiences in teaching classrooms with different subjects focusing on engineering field, mainly in electrical engineering. literature study helped me to conduct analysis from these experiences. 3.3 system design taken the important and main points of analysis, i tried to derive a design of a learning system based on digital technology utilization for information and innovation. 3.4future implementation from the learning system design concept, the output of research derived ideas and suggestions for future implementation in facing the development of digital technology and education future programs. 4. results and discussion 4.1 analysis from personal experiences from author’s personal experiences in teaching several classrooms with different subjects focusing mainly in electrical engineering field, a list of positive outcomes has been made for self-evaluation: a learning system design based on digital technology utilization sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1156 65 table 1.positive outcomes from personal experiences: how do academic educators and students respond? no how do academic educators and students respond? 1 prefer interactive learning 2 prefer to learn by given problem examples 3 like listening audios and watching videos 4 more enthusiastic with practical activities 5 interested in doing visit study 6 need flexible time 7 open to the development of digital technology table 2.positive outcomes from personal experiences: what do educators and students have? no what do academic educators and students have? 1 have different interests and talents 2 mostly have laptop and mobile phone 3 mostly love to learn and improve their knowledge 4 several facilities and financial support 4.2 system design 4.2.1 determine scope and objectives before design a learning system based on digital technology utilization, first determine the scope and objectives to be achieved: 1. where will this learning system be used? (in a classroom) 2. what are the goals? (search information and supported innovation) 3. what is the subject? 4. what is the aim of this subject? 5. what will be the main type of technology? (hardware or application) 6. do we need supporting technology? (supporting hardware or application) 7. what will be the form of learning? (fully academic, but students can learn independently) these scope and objectives will help us to create a better learning process. 4.2.2 prepare digital technology our next step is to prepare the digital learning technology. this could be done by finding, buying, and using good technology products, or designing our own learning media, and if possible, constructing a learning module/device, or an interactive learning room. 4.2.3 relate subject with digital technology we need this step for subjects that need special digital technology which have to be prepared separately from the learning room or university’s facilities. what are the applications or hardware that suit best to teach the subject? 4.2.4 flexible design needs to be considered with those various digital technologies we have prepared, including technology available in classroom, it is better to design a learning system using flexible tools and contents that can be use individually or integrated, in a proper way, as shown as examples in figure 2 and figure 3. figure 2. learning with interactive technology (youtube.com) a learning system design based on digital technology utilization sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1156 66 figure 3. flexible design in classroom (schoms, 2017) 4.3. future implementation from the learning system design concept, the output of research derives ideas and suggestions for future implementation in facing the development of digital technology and education future programs: 1. hardware and software integration for supporting information and innovation 2. digital technology needs to be utilized together in a positive way that meet the education goal, especially in educating people. 3. website or mobile application that will accommodate all the roles and tasks of lecturers and students (interactive interface for learning activities) 4. classified subjects with digital technology and their teaching method, to associate them with appropriate and universal interactive learning classroom 5. build an academic zone for learning (learning center, mini digital study room, academic time zone, explore digital room, innovation room, information corner, and etc.) 5 conclusions a learning system design based on digital technology utilization can be built by determine scope and objectives, preparing digital technology, relating subject with digital technology, and designing the flexibility in learning. the results of this research offer a design of learning systems in classrooms that can use digital technology individually or integrated in a proper way, which will also support research activities and the good digital technology products assembled by our own nation and other nations. it should be well designed and for information and innovation purposes. the security of those technology still has to be considered to maintain the dignity and sustainability of human civilization. this research needs further improvement but hopefully can bring benefit for academic educators in giving their best teaching digitally. acknowledgment thanks to my colleagues and students who have inspired and colored my teaching experience with their respects and reality problems in classroom. references [1] satzinger, et al., systems analysis &design in a changing world, 5th ed.. usa: course technology, 2009. [2] jusak, teknologi komunikasi data modern. yogyakarta: penerbit andi, 2013. [3] l. rompis and r. sualang, “media audio video sebagai sarana penunjang proses belajar-mengajar”,seminar nasional ritektra vi di unika de la salle manado, 2016. [4] h. sriwindono and f. tumiwa, “analisa kesuksesan learning management system”,seminar nasional ritektra vi di unika de la salle manado, 2016. a learning system design based on digital technology utilization sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1156 67 [5] e. moelbatak andy. bria,“penerapan model multimedia sebagai media pembelajaran alternatif untuk meningkatkan self motivated learning”,seminar nasional ritektra vi di unika de la salle manado, 2016. [6] u.s., winataputra, pekerti 1.04: model-model pembelajaran inovatif. pusat antar universitas untuk peningkatan dan pengembangan aktivitas instruksional direktorat jenderal pendidikan tinggi departemen pendidikan nasional, 2005. [7] u.s., winataputra,pekerti 1.05: pembe-lajaran orang dewasa. pusat antar universitas untuk peningkatan dan pengembangan aktivitas instruksional direktorat jenderal pendidikan tinggi departemen pendidikan nasional, 2005. [8] d. timbowo, “manfaat penggunaan smartphone sebagai media komunikasi”, in e-journal acta diurna, v(2). [9] tribun manado. (2014). bps: sulut tertinggi dalam penggunaan internet di indonesia. [online]. available: https://manado.tribunnews .com/2014/01/20/bps-sulawesi-utaratertinggi-dalam-penggunaan-internet-diindonesia [10] mangkei, p. (2017). suara manado: jajaran program digital telkomsel untuk 2017. [online]. available: https://www.suaramanado.com/ berita /nasional/ilmu-pengetahuanteknologi/2017/06/ 11160/jajaranprogram-digital-telkomsel-untuk-2017 [11] konfrontasi. (2016). masyarakat manado pengguna data telkomsel meningkat. diakses tanggal 14 agustus 2017. website: https://www.konfrontasi.com/ content/ekbis/masyarakat-manadopengguna-data-telkomsel-meningkat sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 15 21 15 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma revitalizing internship registration portal with an implementation of application lifecycle management bertha alan manuel maranatha christian university bertha.alan.m@gmail.com oscar karnalim maranatha christian university oscar.karnalim@it.maranatha.edu abstract—internship is an undergraduate activity for gaining working experiences. hence, it is expected that some universities convert it as an undergraduate course. in our university, registering internship topic is automated using a web-based portal; it takes tremendous effort if done manually. nevertheless, according to our informal survey, existing portal suffers a lot of limitation, resulting user dissatisfaction. this paper presents a further development of such portal by following phases described in application lifecycle management. according to three evaluation scenarios (black-box, smallgroup user, and large-group user testing), proposed portal works well and fits user need. keywords—internship registration portal, application lifecycle management, computer-aided administrative data management, software development, software maintenance. i. introduction internship is an undergraduate activity for gaining working experiences. it is frequently implemented as either working under a direct supervision with real company or working as a research assistant on university. in our faculty, each student is encouraged to experience such activity; it becomes a mandatory undergraduate course. despite its benefits, converting internship as a course generates several issues. one of them is a tremendous effort required to manage all internship data, especially at registration phase. hence, a web-based portal has been developed at our faculty. it helps the coordinator (i.e. a person who is in charge to manage all internship data) to manage all registration data submitted by the students. this portal has been used since 2012. nevertheless, informal observation shows that some users are dissatisfied with existing portal; it has numerous drawbacks (e.g. inconvenient layout and functionality). this paper serves a further development of given portal to handle such drawbacks. as our guideline, we will use application lifecycle management (alm)[1], a widely-used lifecycle for software development and maintenance. ii. related works teaching undergraduates is not a trivial task; it could generate specific issues that are exclusively found on that domain. those issues, on most occasions, become emerging topics on research. some emerging topics resulted from such phenomenon are alumni tracer [2], student outcome[3], [4], plagiarism detection [5], [6],computer-aided selflearning[7], [8], and computer-aided administrative data management [9]–[12]. among these topics, computer-aided administrative data management takes the most attention; all administrative processes can be easily automated. several successful revitalizing internship registration portal with an implementation of application lifecycle management sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 15 21 16 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma examples of such automation are the works proposed in [9], [10], [11], and [12]. firstly, a work proposed in [9] automates lecturing session allocation which should be done once per semester. secondly, a work proposed in [10] automates student and lecturer attendance through rfid system. thirdly, a work proposed in [11]automates saving graduation data through a web-based portal. finally, a work proposed in [12]automateslaboratory helpdesk calling via a web-based portal, connected through local area network. according to the fact that internship is a beneficial activity to hone student’s soft skill, it has been converted as a course on our faculty. on that course, students will experience internship activity for six months. in addition, they will also learn how to document their work with final project template; this mechanism does not only provide an experience to create large document (which is frequently needed at work) but also a preparation for their final project activity. before enrolling the internship course, each student should register internship topic one semester before the actual enrollment. at that time, the feasibility of proposed topic is evaluated. further revision will be given if the topic is not feasible for internship. since such registration activity is rather complex due to numerous entities involved, an internship registration portal was developed. the portal has been used for internship registration since 2012 in our university. generally speaking, internship registration at that portal works as follows: a) students register their topic through the portal on predefined batches. to date, there are two predefined batches; one of them is held at midterm weeks while the another is held at final-term weeks. both batches are used to register internship topics for the successive semester. b) internship coordinator checks the topics and their supplementary files. if some files are missing or do not meet coordinator’s criteria, the topic will becomeon hold and the student should complete it for further processing. c) the topics will be distributed to three research groups regarding to their scope. the chief of each research group will check whether the topic fits his/her research group. if it is out of the scope, it will be returned to internship coordinator and the coordinator will assign the topic to other groups. d) the chair of each research group will assign a reviewer for each proposed topic; on most occasions, the reviewer will become the supervisor about proposed topic. e) each assigned reviewer will check the feasibility of given topic and provide some revisions if necessary. further, he/she can also ask the student to meet him/her directly for further enquiries about proposed topic. nevertheless, as years go by, some users are dissatisfied toward given portal. hence, a further development of internship portal is necessary. as our guideline, we will use application lifecycle management (alm) [1], a widely-used lifecycle for software development and maintenance. alm is a widely-used lifecycle that merges several application development lifecycles. it covers from requirement specification to software maintenance phase. generally speaking, there are four perspectives for implementing alm: application portfolio management, software development lifecycle, service management/operation, and unified view. revitalizing internship registration portal with an implementation of application lifecycle management sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 15 21 17 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma the last view is the most general one since it merges the first three perspectives. the detail of unified view can be seen on fig. 2.1. it starts with portfolio rationalization, a subset of application portfolio management, followed by software development lifecycle and operations (operations are a subset of service management/operation). these phases will generate business value as their result. if change request occurs or new release is required, the whole processes can be restarted from portfolio rationalization. fig. 2.1 unified view[1] iii. alm implementation since the portal has been developed before, alm implementation will be started from change request (described as an arrow from business value to portfolio rationalization on fig. 2.1) to business value. portfolio rationalizationis responsible to analyze what features are required on proposed system. since the portal has been developed before, in our case, this phase is more focused on additional features instead of the whole features. required features are collected through a survey involving 45 internship students and 10 lecturers (who act as either internship coordinator, the chair of research group, and reviewer). each respondent is asked to provide feedbacks about existing internship registration portal. according to our survey, 22 additional features are required, starting from providing more-friendly user interface to simultaneous review mechanism (at that time, existing portal only allowed the reviewer to comment once and the student is only able to read the comment without providing any feedbacks). the detail of these features can be seen on table 3.1. table 3.1 additional features feature description more-friendly user interface frequently asked questions e-mail notification for every topic status change rich text area to fill given topic a monitoring mechanism for internship coordinator and the chair of each research group advanced searching and sorting modifiable number of batch more-convenient user interface information about important dates information about supervision schedule draft storing mechanism direct email mechanism to reviewer larger file upload limit a mechanism to see topics given by lecturer a mechanism to see all topics from lecturer role more-detailed profile data modifiable topic similarity algorithm workload-balancing monitoring for the chair of each research group internship track record for students download feature for all roles supervision log simultaneous review between student and reviewer revitalizing internship registration portal with an implementation of application lifecycle management sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 15 21 18 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma software development lifecycle is responsible to implements required features. it consists of six sub-phases: analysis, management decision, initial requirements, initial architecture, development, and delivery. analysis sub-phase is responsible to enlist required features. in our case, this sub-phase is merged with portfolio rationalization. management decision sub-phase is responsible to determine whether required features are possible to be implemented regarding analysis sub-phase. in our case, all required features are possible to be implemented, resulting the execution of the 3rd sub-phase, initial requirements. initial requirements sub-phase is responsible to further analyzing required features from semi-technical perspective. in our case, this sub-phase is conducted by merging several required features that have similar characteristic or target same data. initial architecture sub-phase is responsible to formalize required features to software engineering design. since existing portal was developed in procedural manner, this sub-phase is conducted by generating data flow diagram, entity relationship diagram, and the prototype of new user interface. development sub-phase is responsible to convert software engineering design to application. it is conducted by writing the code regarding given design. in our case, the portal is developed as a web-based application using php and mysql. two sample views of resulted application can be seen on fig. 3.1 and fig. 3.2. on the one hand, fig 3.1 is a figure about home view for internship coordinator. it links to numerous features, starting from assigning batch schedule to monitoring all registered topics. on the other hand, fig. 3.2 is a figure about topic registration by student. it is used to initiate internship registration process. delivery sub-phase is responsible to evaluate whether implemented features work well. in our case, this sub-phase is implemented by performing black-box, small-group user, and large-group user testing. black-box testing is conducted directly by the 1st author. she tries all features and checks whether each result is in-sync with feature’s goal. according to this testing, all features work correctly in controlled environment. small-group user testing is conducted by inviting 7 participants. they will act as predefined roles on internship registration portal; 2 of them act as students, 2 of them act as reviewers, 1 of them acts as the chair of research group, 1 of them acts as internship coordinator, and 1 of them acts as administrator. all participants are gathered in one room and they are asked to simulate the whole internship registration process using newly-developed portal. if they experience some errors, they should write it down on a blank page, which will be collected later by the 1st author. according to this testing, some minor errors are defined. these errors are then solved before continuing to the next phase: service management / operations. large-group user testing is conducted by inviting 30 students to register their internship topic through the portal. after the registration process, they will be asked whether the features of given portal is feasible to be used in practice. according to this testing, 28 students responded positively while the other two responded in reverse. revitalizing internship registration portal with an implementation of application lifecycle management sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 15 21 19 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma fig. 3.1 a home view for internship coordinator fig. 3.2 topic registration form view service management / operations phase is responsible to maintain developed system (i.e. portal in our case). this phase is planned to be conducted for 6 months, covering two batches of internship registration. afterwards, the business value of newlydeveloped portal will be measured. however, at the time of writing this article,these two phases have not been completed; service management / operations phase has just been started while business value can only be measured after service management / revitalizing internship registration portal with an implementation of application lifecycle management sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 15 21 20 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma operations phase is completed. hence, there is no further information about those phases that can be given on this article. iv. conclusion and future work this paper presents a further development of internship registration portal in our faculty. as our guideline, an implementation of application lifecycle management (alm)has been developed. we would argue that such implementation fits our necessity; its phases describe the development and maintenance process perfectly.according to our evaluation, proposed portal works well and fits user need. for further work, we plan to develop web services for given portal so that any applications can interact with our portal regardless of their containing platform. in addition, we also plan to develop a mobile application for our portal; according to our informal survey, the number of mobile users in our students are quite high. references [1] j. rossberg and m. olausson, “introduction to application lifecycle management,” in pro application lifecycle management with visual studio 2012, berkeley, ca: apress, 2012, pp. 21–36. [2] h. toba, e. a. wijaya, m. c. wijanto, and o. karnalim, “enhanced unsupervised person name disambiguation to support alumni tracer study,” global journal of engineering education, vol. 19, no. 1, 2017. [3] m. ayub and o. karnalim, “predicting outcomes in introductory programming using j48 classification,” world transactions on engineering and technology education (wte&te), vol. 15, no. 2, 2017. [4] t. m. christian and m. ayub, “exploration of classification using nbtree for predicting students’ performance,” in 2014 international conference on data and software engineering (icodse), 2014, pp. 1–6. [5] o. karnalim, “detecting source code plagiarism on introductory programming course assignments using a bytecode approach,” in the 10th international conference on information & communication technology and systems (icts), 2016, pp. 63–68. [6] o. karnalim and a. aldiansyah, “python source code plagiarism attacks in object-oriented environment,” computer engineering and applications journal, vol. 6, no. 3, oct. 2017. [7] l. christiawan and o. karnalim, “apasd1 : an indonesian desktopbased educational tool for basic data structure course,” jurnal teknik informatika dan sistem informasi, vol. 2, no. 1, apr. 2016. [8] e. elvina and o. karnalim, “complexitor: an educational tool for learning algorithm time complexity in practical manner,” comtech: computer, mathematics and engineering applications, vol. 8, no. 1, p. 21, mar. 2017. [9] m. c. johan, r. tan, o. karnalim, e. imandha, and t. cahyadi, “analisis dan perancangan aplikasi penyusunan jadwal mengajar sesuai jadwal kesediaan mengajar dosen di fakultas teknologi informasi (studi kasus : jurusan teknik informatika),” jurnal teknik informatika dan sistem informasi, vol. 1, no. 2, aug. 2015. [10] r. tan, d. s. kartawihardja, and i. christian, “penerapan teknologi rfid untuk purwarupa pencatatan presensi mahasiswa di revitalizing internship registration portal with an implementation of application lifecycle management sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 15 21 21 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma laboratorium komputer,” journal of information systems engineering and business intelligence, vol. 3, no. 2, p. 122, oct. 2017. [11] a. d. widiantoro, “information system of graduation in administration and academic bureau soegijapranata catholic university,” sisforma, vol. 2, no. 1, p. 13, nov. 2015. [12] w. f. senjaya, t. witono, and n. alkhala, “perancangan dan evaluasi usability aplikasi pengelolaan laboratorium komputer,” journal of information systems engineering and business intelligence, vol. 3, no. 2, p. 101, oct. 2017. sisforma vol. 5 no. 1 may 2018: 28 – 34 28 paperless office system and data integration albertus dwiyoga widiantoro information system department, soegijapranata catholic university yoga@unika.ac.id abstract— paper-based correspondence has many constraints on sending, receiving, and filing. the filling makes it difficult to search document. 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. with electronic mail is expected to reduce paper usage. this study reveals that the utilization of electronic mail cannot eliminate the use of paper. the main reason is the habit of employees needed paper evidence in their work. keywords electronic mail, paperless system, database, data integration. i. introduction information technology is the integration of technology, information, computers, and information systems, and computer devices. processes used for computers and devices to create, modify, store, process, transmit, and retrieve information securely.[1]. the terms of "paperless," "electronic," and "digital" are made by people who use information technology and communication technology. a paperless office in a work environment where the creation, modification, storage, and retrieval of documents takes place electronically. it supports the management of business documents[1]. see also an understanding of the electronic service manuscript (tnde) which is part of an e-government that will roll out forms that can be used to manage more easily, quickly, transparently, orderly, integrated, efficient, safe and efficient. [2]. in the electronic understanding where the letter of service no longer use paper but the letter of service made, sent and stored using the information technology and communication in digital form. electronic-based office mail is able to solve many problems regarding the mail system such as speed of delivery, filing, and searching of documents. • reduce paper, paper converted into digital paper. thereby reducing environmental pollution • ease to store: with digital document management system, all documents can be stored and accessed easily • ease of audit: each company has strict document rules in storage and display of documents. the document has a unique number that generates an audit trail automatically. time savings document search is done quickly and easily and gives very fast results. make it simple: digital document management system will simplify some business processes. users can use the authorities and transfer data when and wherever. digital traces can be seen clearly. ease of accessing documents can be arranged in accordance with the authority of the right and ability to check and view the same document. the digital document management system stores all documents on the server with guaranteed security. documents can be authorized and not everyone can access the data, thus avoiding documents accessed by unauthorized persons. the digital management system can result in better and more accessible customer service. this will help in retrieving information in serving customers paperless office system and data integration sisforma vol. 5 no. 1 may 2018: 28 – 34 29 improve efficiency where digital management system will be easy in search and retrieval of documents easily and simple. the system has been created for the purpose of: reduction of paper usage streamlining communication; eliminates the use of versatile software for routine mechanistic daily work to be directed at the full system usage; concentrate the assignment of human resources to mechanistic non-routine work that requires the power of inventiveness, taste; suppressing the use of paper only to print documents that have special legal powers such as certificates, promissory notices and so on. ii. literature review communication and mobile technologies have influenced consumers' lives, including how they read books. book readers begin to change reading habits, choosing different types of book formats, such as e-books. an e-book, also known as an electronic or digital book, is a digitally released version of the book, often consisting of text and images and available on electronic devices, such as specially designed e-book readers. paperless is also used in education where communication used e-learning where the use of "paperless" educational technology increases the potential of teachers by offering more freedom and creativity to new teaching techniques and technologies that engage students in the creative process[3]. the chambers thesaurus proposes alternative words to paper as certificates, documents, files, gazettes, journals, newspapers, letters, notes, manuscripts, theses, etc. this term all refers to products containing information. paper documents refer to typeset documents (hard copy) and digital documents refer to the document on the screen (soft copy). although the document may be in the form of various combinations of text, digital, video and digital audio stored in the form of file files or folders[4]. document management automatically creates a paperless working environment. focusing on business processes and automation forces organizations to be customer-oriented and operate across organizational, cross-functional boundaries, ensuring competitive advantage. real business integration remains a key challenge that needs to be addressed by integrating applications (documents, papers, voice and database, handling email, fax and phone). the role of corporate information portal, in this case, should be a growing research[4]. using web-based technology for the dissemination of course materials and for the storage of test results provides many benefits to instructors and students. web-based software for users has many benefits such as 24-hour accessibility from any internet connection, electronic archive, paper stack removal, and reduced tasks[5]. information and communication technology brings to the needs of fast and accurate transactions (online and real-time). by using internet technology, data can be sent in seconds, so the paper is no longer needed. evan golub says that web technology has replaced paper, so the paper is no longer needed anymore.[6] electronic office letter is a web-based application system that works to replace the work process of the system of physical correspondence (manual). this system works integrated with the smallest unit to the highest leadership. (bureaus, institutions, majors, faculty, and rectorate). the system will work following a wellbuilt manual workflow. letters that have been made and approved by the boss will be automatically sent to the destination, from paperless office system and data integration sisforma vol. 5 no. 1 may 2018: 28 – 34 30 the recipient side of the letter will be read in seconds after the letter was sent. this process will reduce send errors, and delivery time is very significant, and no less important is to reduce the employees in charge of sending mail. service letters are specially designed such as letters in order to format and shape the same as paper mails iii. methodology web-based e-mail design uses two stages of web-based application development and application usage survey. 1. sdlc (software development life cycle) software development method consist of system investigation, system analysis, design environments, testing, training, and transition, operations and maintenance[7]. 2. evaluation: spreading questionnaires to test the capabilities of built applications and user satisfaction. questionnaires were deployed to view the satisfaction of electronic mail usage and receive input for system perfection. 3. analysis: by spreading the question form to the user. there are 15 questions that can help infer the usefulness of the mail system. a. the paperless office helpful in making letters (digitizing letters) b. the paperless office helps to searching for data c. the paperless in the office make us do not print a letter (paper form) d. the paperless office makes you faster reporting e. the paperless office have backup function on the application f. the paperless office is an easy feature / short-key to remember and understand g. the paperless office is the system quickly responds to inputs h. the paperless office system are easy to learn i. the application is very accurate in providing reports j. the paperless office system the system provides information when there is an error k. paperless office system provides a help menu l. the papaerless office system are still relevant m. the system makes it easy to complete the job n. there is a complete manual documentation o. easy to learn documentation 4. conclusions iv. discussion identify actor 1. the primary business actor is a stakeholder taken in most benefited from the implementation of use-case. they received benefit in cases that their mail system can run well so that their business processes can run smoothly. 2. primary system actor: stakeholders that interact directly with the system to trigger business or system events (business or system events) in this case are administrative staff and related leaders. 3. external server actor: is a stakeholder that responds to requests from usecase. head unit authorizing letter can be sent or not 4. external receiver actor: is a stakeholder which is not a primary actor but receives something of value from use-case. a staff and lecturer receiving the letter. data flow diagram paperless office system and data integration sisforma vol. 5 no. 1 may 2018: 28 – 34 31 the flow diagram figure 4.1 is the proses making a letter until received. letters that have been made by staff must be approved by the head of the unit, if approved then the letter is automatically sent. in this process has some activity that is scheduling and disposition letter. figure 4.1. data flow diagram use case diagram in the use case figure 4.2, the actor is the staff and the unit leader. the tasks of each actor are different and are included in the existing use case. however, before they can perform the task there is an include that requires them to log into the system. figure 4.2. use case diagram database design the database on figure 4.3 is reviewed using the normalization method up to 3nf so it can eliminate redundant (useless), anomaly data and ensure logical data dependency. figure 4.3. data design incoming mail figure 4.4 indicates the outgoing mail table relation. each table should be related to each other's primary key. figure 4.4. data design outgoing mail implementation of input design user login figure 4.5 view of user login, everyone who will access paperless system must authenticate users and passwords in order to avoid data manipulation. sync user can use id and also by using an institutional email address. figure 4.5. login form paperless office system and data integration sisforma vol. 5 no. 1 may 2018: 28 – 34 32 front view the front view after login is designed to display all mail information in both incoming mail, outgoing mail, or disposition. if there is a change that is incoming, outgoing or disposition letter will appear red status. users will automatically see and perform as soon as possible. so there is no delay in activities, as shown in figure 4.6. figure 4.6. form information incoming and outgoing letter the view creates a letter at the time of making a letter, the user simply selects the destination, the letter number, the origin of the letter using pulldown so as to avoid writing errors. only the contents of the letter should be typed in accordance with the needs, as shown in figure 4.7. figure 4.7. login form create letter incoming mail view the incoming and outgoing messages display all the information from the mail, so the user can easily see and open and the button used to display the content simply use on click, as shown in figure 4.8 figure 4.8. display incoming and outgoing letter data analysis from the data processing obtained 3 group where group 1 which has an average value 3.5. the value is considered a good enough value. group 2 is a moderate group between 3.0 and 3.5. while group 3 with low value that is less than 3.0, as shown in figure 4.9 tabel 4.9. data group in group 2 has an average value above 3.5. the system is very helpful in making letters (digitizing letters), respondents provide an average grade of 4.26. in search of respondent data facilitated by the system with average value 3.7. paperless office system and data integration sisforma vol. 5 no. 1 may 2018: 28 – 34 33 with the e-mail, the process of making reports faster because with the letter response quickly and making reports immediately done. at the system level, respondents see that the system response is very fast that the data load is very short and the data storage process is very fast because it is supported by an adequate server. respondents stated that studying online letters is quite easy and enough to see wellorganized forms so that new users have no trouble using them. the help menu helps respondents in understanding the letter system to make it easier to understand the application. respondents can complete the work of the correspondence easier and faster this is because there is ease of editing sentences and delivery with a very short period, and ease in making the letter again by looking at the pattern of the mail archive. in group 2 has an average value of 3 to 3.5. respondents still need ease of understanding of existing features, application backup and application accuracy in generating reports even though data inputted as outgoing mail, and received as incoming mail can be reported accurately and precisely, due to good database design support, no redundancy and not duplicate data. in group 3, electronic mail that has been made does not necessarily change the habit of printing a letter. electronic mail should still be printed as valid proof. in the system, there are still weaknesses that have not provided an error message if something goes wrong or the process is not working properly. the system based on client-server is not easy to be changed according to the needs of each client. changes must be centralized. another weakness in this system is the word processing function is still not able to match word processing like microsoft word that has many features. this system uses tinymce template which fundamentally this letter system has been able to solve the problem of digitalization of correspondence system. v. conclusions the paperless app has helped digitize the mail system well and all parts run the work using electronic mail. and the system runs stable. the paperless system has been able to solve the problem of late delivery and receipt of mail and letter can be searched quickly. applications are able to simplify some business processes viewed from the fast and easy delivery process and digital archives can be seen clearly. the e-mail application stores all documents on the server with guaranteed security. documents may be authorized according to their respective access rights. the electronic mail system has not been able to change the habit of printed letters, many still keep printing letters as physical evidence. the weakness of the electronic mail system is that it does not yet have a feature like in ms word word processing, but overall it has been able to solve the problem of digitizing correspondence. references [1] n. murthy, “paperless organization,” asia pacific journal of marketing & management review vol. 2, no. 9, pp. 87–97, 2013. [2] p. teknis, “aplikasi tata naskah dinas elektronik,” sebuah petunjuk teknis kementerian lingkungan hidup 2011. [3] j. shishkovskaya, e. sokolova, and a. chernaya, “‘paperless’ foreign languages teaching,” procedia soc. behav. sci., vol. 206, no. november, pp. 232–235, 2015. [4] m. hattingh, “the features and impact of the paperless office , with specific reference to the city of johannesburg,” south african journal of information management, vol. 3, no. december 2001, 2010. paperless office system and data integration sisforma vol. 5 no. 1 may 2018: 28 – 34 34 [5] j. arney, i. jones, and a. wolf, “going green : paperless technology and feedback from the classroom,” pp. 1–9. [6] e. golub, “the paperless society and me : from pc to pocketpc to tabletpc,” national conference of law reviews., pp. 1–7. march 2015 [7] p. isaias and t. issa, “high level models and methodologies for information systems,” high lev. model. methodol. inf. syst., pp. 1– 145, 2015. paper title (use style: paper title) a doctor patient portal for effective healthcare sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 1 issn 2442-7888 (online) doi 10.24167/sisforma a doctor patient portal for effective healthcare shamsuddin mohammed taiser department of computer science and engineering international islamic university chittagong chittagong, bangladesh smtaiser123@gmail.com md. tarequl islam department of computer science and engineering international islamic university chittagong chittagong, bangladesh tiiuc@yahoo.com md. sabir hossain department of computer science and engineering chittagong university of engineering and technology chittagong, bangladesh sabir.cse@cuet.ac.bd abstract— this paper presents a noble approach to develop a digital healthcare system for bangladesh, a country which is soon going to become a developing country. we made an online application to help the masses to get access to healthcare easily and effectively. the application consists of two modules, doctor/hospital information system and emergency services. it has user-friendly features for doctor appointment making. also, it has a blood donor search option, ambulance calling option, patient’s report view option, doctors ranking options etc. the doctors ranking is a special feature which was calculated based on doctor’s educational qualification, experience, average count of appointments made by patients and patient’s feedback. feedback form real users showed that this information system was very helpful for them. if implemented countrywide, this system of digital healthcare may pave the way for an effective healthcare service in bangladesh. keywords—healthcare online application, appointment, information system, doctor ranking i. introduction health care is an essential thing in life. estimations suggest that health make a contribution numerous years to life expectancy. it additionally makes contributions possibly even greater to improving many human beings practical capability and fine of lifestyles. in bangladesh, the health care machine is especially provided with the aid of the government with a very little price. however, this comes with many headaches. the huge number of sufferers makes it hard for the authorities hospitals to offer them with satisfactory fitness care. as an end result, lots of private hospitals are mounted so that you can meet the developing need of the loads for pleasant health care. but whilst one wish to take carrier from a clinic, he first attempts to collect a few statistics about that hospital. to reduce the health care problems in bangladesh, we have developed a web-based application named doctor-patient portal for effective healthcare. lengthy waiting times for registration to look a health practitioner are problematic in bangladesh, specifically in tertiary hospitals. to address this difficulty, a web-based appointment device turned into evolved l. the intention of this examine turned into to analyze the efficacy of the web-primarily muhammad kamrul hossain institute of information and communication technology chittagong university of engineering and technology chittagong, bangladesh muhammadkamrulhossain@gmail.com a doctor patient portal for effective healthcare sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 2 issn 2442-7888 (online) doi 10.24167/sisforma based appointment gadget inside the registration provider for outpatients. this application will provide: online doctor appointment system, information approximately the physician’s chamber in a town a manner to make an appointment with the doctor sms notification for users booking confirmation, find available blood donor, information about the ambulance service provider. ii. literature review imteaj et al. authored a paper that described a smartphone based application for the health care system of bangladesh. though their system has hospital ranking based on quality and cost, they don’t have a doctor ranking system which our system has [1]. authors surveyed the views of the masses of the feasibility and suitability of smartphone use for healthcare purposes. they summarized their findings that smartphone use is extensive, frequent, and acceptable for healthcare purposes [2]. digital nonpublic fitness document systems support [3] affected person-centered healthcare with the aid of making clinical records and different applicable statistics on hand to patients, as a result of assisting patients in health self-management. smart doctors appointment and prescription system is an application that to give service to the doctor and patients. doctors and patients connect with each other and ask for appointment [4]. tia gao, dan greenspan, matt welsh, radford r.juang, and alex alm showed their paper the affected person’s crucial parameters along with ecg, heart rate, pulse charge and temperature are measured using a patient tracking machine [5]. in an application (app) called, “doctorla”, the developers designed a web application which can discover a doctor or a dentist easily and take an appointment with the physician immediately [6]. “doctorsbd” is another doctor appointment system in bangladesh [7]. “doctor apps pulse” is an app wherein medical doctor can verify affected person appointment, write patients history and provides prescription and verbal exchange may be mounted via net [8]. square hospital in bangladesh has an online doctor booking system where anyone can take appointment but they don’t have a doctor sign up option [9]. in a web app “sebaghar.com”, there are three different registration system such as doctors, patients, hospital and representative. but there are no other medical-related facilities [10]. another app-based healthcare provider in bangladesh is “healthprior21.com” [11]. the app has e-store, e-library and e-appointment, but this appointment system is not user-friendly. “apollodhaka.com” is an online doctor appointment system [12]. also, there is blood bank. “labaidgroup.com” is lab aid hospital website. though it is a good healthcare information system, it has no online appointment system [13]. “suvidhacare.com” is an indian online doctor appointment system [14]. it has medical tourism facilities. after studying all these papers and works, we decided to develop an efficient healthcare portal to facilitate medical services to the masses. iii. system description a. doctor ranking in this system, we measured doctors ranking by considering doctors degree, number of doctor’s appointment per week and patients rating. this ranking will be helpful for the user when they search doctor. the search result will be sorted according to that doctor's ranking: we took three constant parameters for doctor ranking. we thought doctor’s degree will get more priority than total appointment number and average rating. we have used the following approach to do doctors ranking: total appointment*.25 + average rating *.25+ number of degree*.50=sum. we did this ranking as descending order of sum. b. system review our doctor-patient efficient portal (dpp) deals with web-based. the project will be developed in php with back-end: php, html5, css3, bootstrap (css-framework), javascript as code, mysql as a database for giving a better service to the system and we hope that by this system they can handle their problem very easily. we have done doctor ranking to consider doctors degree, count doctor appointment schedule and patients rating. this site can be used in 5 panels: patient panel, admin panel, doctor panel, blood donor panel and ambulance service provider panel mode. admin controls the whole system a doctor patient portal for effective healthcare sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 3 issn 2442-7888 (online) doi 10.24167/sisforma table i. doctor ranking a. patient the patient panel has the following features: 1. see doctor schedule: a patient can see the doctor chamber and doctor time schedule find the available bus seat and book the seat. 2. manage profile: patient can update his/her information and upload a his\her file (report\previous prescription\image). 3. online payment: after selected the time to the system, the user can make payment to get his/her appointment by online payment (bkash). nowadays bkash is the most using mobile and online banking. 4. getting confirmation sms: after payment, the system sends the same appointment information to the patient throw the bulk sms. 5. rating: after appointment confirmation, patient can rating to the doctor. the patient can rate only that doctor from whom took the appointment. b. doctor new doctor can send a request to the dpp. after verifying doctor, admin add doctor to the dpp. admin sends email id and password to the doctor using bulk sms. then, doctor can log in. 1. add chamber: doctor can add a chamber to his\her profile. the doctor can update and delete the chamber. 2. add time schedule: doctor can select chamber, day and time for an appointment. the doctor can update and delete time schedule. 3. leave: doctor can leave to select specific chamber and date. that date will not be shown in a regular time schedule. the doctor can view selected leave chamber. 4. view booking details: doctor can view booking details. 5. view patient info: doctor can view patient info after confirming the appointment. create report: doctor can create report date to date in his/her profile to view what he\she income from the dpp. c. ambulance service provider manage profile: ambulance service provider can manage his/her own profile. he/she can update their information. add driver: one ambulance service provider has two or more ambulance. one ambulance for one driver. so, to mark each ambulance, ambulance service provider add the driver. the ambulance service provider manages driver from their profile when any ambulance is hired, then the ambulance service provider from his profile update from yes to no (when an ambulance is not available). d. blood donor who willing to donate blood, can sign up. if he/she ready to donate blood then he/she select option yes otherwise it will be no e. admin admin has the control power of the system. they can manage all the section of the project such as manage new doctor request existing doctor, chamber, doctor schedule, doctor appointment schedule, patient, blood donor, ambulance service and create a report. 1. manage doctor chamber: admin can update, delete, view doctor chamber. 2. manage doctor schedule: admin can update, delete, view doctor schedule. 3. create report for dpp: admin can create a report for dpp. admin can see the total income of dpp by date. 4. create report for dpp: admin can create a report for dr id total appoi ntment (t.a) average rating (a.r) degree number of degree (n.d) (t.a*.25+ a. r*.25+ .50*n.d) = sum (ranking) 71 15 4.5 mbbs, fcps, frcs 3 6.4 77 13 4.5 mbbs, d card (nicbd) 2 5.375 75 11 4 mbbs, fcps 2 4.75 80 11 3.5 mbbs,ms 2 4.625 74 10 3.5 mbbs, md 2 4.375 76 9 4 mbbs, fcps 2 4 a doctor patient portal for effective healthcare sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 4 issn 2442-7888 (online) doi 10.24167/sisforma 5. dpp. admin can see the total income of dpp by date. 6. manage blood donor: admin can update, delete, view blood donor. 7. manage doctor: admin can update, delete, view and trash (temporary delete) doctor. 8. manage ambulance service provider: admin can update, delete, view and trash (temporary delete) ambulance service provider. 9. manage blood donor: admin can update, delete, view blood donor. c. software design block diagram defines the summary of the whole system. a block diagram is a diagram of a system in which the most important components or features are represented by blocks connected via traces that show the relationships of the blocks. the block diagram of the system is shown in figure 1. figure 1. block diagram of the system the major module of the system is doctor appointment system. it plays a vital role in this application. there is also blood donor search option. those who need emergency blood, they can find available blood donor in the application. there are also ambulance service provider’s information. anyone can call an ambulance when their need. this system has four login panels such as a doctor, patient, blood donor and ambulance service provider. they can manage their own entire panel. patient send request to the system and admin verify the request is valid or not. a doctor can send new doctor request and also admin can verify. we showed a flow chart of the system in fig. 2. this flow chart shows the graphical representation of the system. figure 2. flow chart of the doctor appointment system using this flow symbols, the user can log in into the system. system check user has an account or not, if a doctor patient portal for effective healthcare sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 5 issn 2442-7888 (online) doi 10.24167/sisforma the user has no account then the user has to create an account. rests of thefunctionalities are shown in the flow chart. iv. implementation after sign up, user search for a doctor and doctor list will be shown in the website (figure 3). then they can select the desired doctor. the search result will be automated doctor raking which included with a number of total appointments, doctor degree and user rating. after that, there are doctors time schedule with doctor chambers google map they can see the exact location of doctor chamber and then they can select their intended time (figure 4). users also see average ratings of a doctor. figure 3. doctors list figure 4. time slot with google map figure 5. new doctor request figure 6. new appointment request when new doctor request comes to the admin panel, admin verifies the doctor’s bmdc (bangladesh medical college) registration. after the admin confirmed the request an sms will be sent to that doctor with login id and password. users have to pay doctor fee through bkash. admin checks the bkash transaction number and confirmed patient for a doctor appointment. after that confirmation sms will be sent to the user with date and time. figure 7. doctor profile a doctor patient portal for effective healthcare sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 6 issn 2442-7888 (online) doi 10.24167/sisforma doctor profile showed in fig. 5. doctor can manage his own profile such as chamber, time schedule, view patient details. we did a comparison between different similar applications with our proposed application as shown in table 2. from the above comparison, we can say that our application is better to some degree that other existing application. table 2. comparison of different applications with the doctor-patient portal for effective healthcare. v. conclusion the proposed doctor-patient portal will pave the way for easy and quick access to better healthcare. in a country like bangladesh where mobile phone and internet has spread almost every corner, this type of application can help mitigate many hurdles in the path of good healthcare. this information system will arm the masses with up-to-date information through which they will be able to choose the right thing in day-to-day healthcare. although we have some limitations in our software we still hope that the software will be helpful for the user. in future, we wish to include in this application several other features like area wise disease prevalence alarm, disease-stricken zone alarm, vaccination alert system, health condition monitoring with built-in phone sensors, remote healthcare service etc. references [1]. imteaj, ahmed, and muhammad kamrul hossain. "a smartphone-based application to improve the health care system of bangladesh." medical engineering, health informatics and technology (meditec), 2016 international conference on. ieee, 2016. [2]. griffin, nicola, and maria kehoe. "a questionnaire study to explore the views of people with multiple sclerosis of using smartphone technology for health care purposes." disability and rehabilitation 40.12 (2018): 1434-1442. [3]. n archer, u fevrier-thomas, c lokker, k a mckibbon and s e straus.” personal health records: a scoping review.” journal of the american medical informatics association, volume 18, issue 4, 1 july 2011. [4]. md. abdul majid , mohammad jahangir alam and md. nurul mustafa “smart doctors appointment and prescription system.” iosr journal of computer engineering (iosr-jce). [5]. tia gao, dan greenspan, matt welsh, radford r. juang, and alex alm, “real time patient monitoring system using lab view.” international journal of scientific & engineering research, vol. 2, issue. 5, 2013, 91 – 201. [6]. doctorola, online, available at: [http://www. doctorola.com] [7]. doctorsbd, online, available at: [http://www. doctorsbd.com] [8]. doctor apps pulse, online, available at: [http://www.pulse.com.bd] [9]. squarehospital, online, available at: [http://www. squarehospital .com] [10]. sebaghar, online, available at: [http://www. sebaghar.com] [11]. healthprior21, online, available at: [http://www. healthprior21.com] [12]. apollodhaka,, online, available at: [http://www. apollodhaka.com] [13]. labaidgroup, online, available at: [http://www. labaidgroup.com] [14]. bangladesh medical & dental council, online, available at: [http://www. bmdc.org.bd] [15]. suvidhacare, online, available at: [http://www. suvidhacare.com] system facilities our proposed application doctorola [6] doctor apps pulse[8] doctorsb d [7] appointment yes yes yes yes rating yes no no no ambulance info yes no no no doctors history yes yes yes yes patient history yes yes yes yes business innovation in phoenix dancer company semarang through youtube channel sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1727 45 business innovation in phoenix dancer company semarang through youtube channel maria veronika dhianita oktavia indratno nita.oktavialie @gmail.com technopreneurship program, magister management in economics and business faculty, soegijapranata catholic university semarang 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. keywords— business innovation, youtube channel, market reach, competitive advantage, new source income, feasibility of innovation. 1. introduction innovation is changes in services, marketing, product, strategy or other activity in to a better way [8]. innovation is combination of knowledge and value from product or services in the company [7]. there for, we cab said that innovation is a combination and a collaboration of knowledge, and value in product and services becomes something new and improve to a better state.for doing business innovation, the company must be aware for the opportunities in the middle of the market also what goals will be achieved [5]. an adaptive company is company that can follow technology trend in market, and it is can gain the employee performance at work [15]. this fact prove that business innovation in to technology is important thing for every company. with innovation, the company can survive in the middle of the market and keep growing in the market competition [1].company that has a good competitive advantage is company that has their product or services is unique, rare, and difficult to imitated [13]. company can be said innovative if they are already use current technology and social media like facebook, twitter, wikipedia, youtube or others to enhance their communication, sharing information, and also collaboration [3]. technology in company also become the important part event the technology just for supporting system [4]. business innovation in phoenix dancer company semarang through youtube channel sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1727 46 phoenix dancer as a services company that provide a dance to their customer events, such as wedding, party, gathering, and others. in 10 years of operation they already spend so many trend in market place. in the last 3 years, the leader of the company feel there is no improvement in their company even they already participating in the ikapesta exhibition. ikapesta is exhibition event which are held once in a year, to give all of party vendor such decoration, gown, event organizer, dancers, cake, and other to promote their services to the customer. but for phoenix dancer semarang there is no improvement in their income, so that they need a new innovation for their company. the product in phoenix dancer semarang is a dancing, so that they need an innovation that suitable for their product, and it is youtube channel. youtube channel was suitable because phoenix dancer can upload their dancing to their youtube channel account and also they can join youtube partner program, that can be their new source income. youtube channel is a website that provide the user to upload their own content video to their website and the content is diverse base on their creativity [6]. youtube give facility to user and viewer to make a communication through their content video and it is can be seen in to a wider viewer [12]. youtube partner program is program from youtube website that give feedback for user to advertise their video and get the percentage of the advertise income. the amount of that feedback is varied according to regulation in each country [9]. youtube channel was chosen because of research result from ericson mobility report that say most of adolescent in indonesia is watching youtube channel more often than television [14]. also through researcher observation there is no dancer company who already has a youtube channel, if there is, it is already not active for last 2 or 3 years. there is just one dancer company that already have youtube channel account and still active until now, it is dance by freedomwork youtube channel. through youtube channel, hope phoenix dancer company can expand their market reach, improve their competitive advantage between phoenix dancer and dance by freedomwork, and make a new source income through youtube partner program, and also feasibility analysis for this innovation, it is worth to be maintained, and developed or not. the purpose of this research is to identify if youtube channel can expand their market reach, to analysis if youtube channel can improve their competitive advantage, to formulate how youtube channel can make a new source income through youtube partner program, and last to knowing are this innovation is feasible enough to be maintained and developed with phoenix dancer semarang. 2. research method this research is using mix method, and data that use in this research is primer data and seconder data. primary data is from interview result with leader of phoenix dancer company and other indonesia youtubers. secondary data is from observation in youtube analytic review, social media, and article. operational definition in this research can be seen in table 1. the concept of this research is, through youtube channel phoenix dancer company will upload e new video once in a week, and it will be observed for 4 months (january – april). the researcher will use youtube analytic review, geography, total estimates earning and also secondary data to answer the research question. table 1 operational definition variab le operational definition source measure instrument innova tion a combination and a collaboration of knowledge, and value in product and services becomes (johnson, 2001)and( “harvard business essentials : managing creativity and innovatio n,” 2003) business innovation in phoenix dancer company semarang through youtube channel sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1727 47 something new and improve to a better state. market reach how far phoenix dancer company can get a connection with new customer in a new place [10] and[11] see in youtube analytic – geography which country all of viewer in youtube channel that already see the video in youtube channel phoenix dancer. compe titive advant age the advantage that youtube channel phoenix dancer have in terms of originality content, communicati on, and creativity. [6] and [2] scoring questioner result that filled in by 30 adolescent in originality content, communicat ion, and creativity. new source income a new way for make a new income through youtube partner program calculate revenue per miles from the number in youtube analytic review – total estimates earning. origin al conten t the main topic, content, or theme of the uploading video is real and not plagiarism. [2] scoring of original content questioner result that filled in by 30 adolescent. great comm unicati on make a new and maintained all communicati on between viewer and youtuber [2] scoring of great communicat ion questioner result that filled in by 30 adolescent. creativ ity how youtube give message or information through their uploading video, such as : editing video, thumbnail. (boroughf ,2015) scoring of creativity questioner result that filled in by 30 adolescent. feasibi lity of innova tion how feasible is this innovation to phoenix dancer semarang in operational activity, financial income, and known and used bye more people. (albernat hy& utterback, 1978) and (akrich, et. all, 2002) compare analysis through secondary data, and interview with leader’s company and indonesia youtubers. 3. results and discussion after being observed for 4 months, phoenix dancer’s youtube channel will be analyzed to answer the research question. in the youtube analytic review in part of geography, it is show that viewer who already watch the youtube channel video is fluctuate. the first month of operation, the viewer is just from indonesia, the second month the viewer increases from indonesia, brazil, and mexico. the third month the viewer is from indonesia, united states, malaysia, and taiwan. the fourth months the viewer from indonesia, united states, hongkong, and vietnam. although the viewer from indonesia still dominating, this result already prove that phoenix dancer’s youtube channel already make a new relationship with a new customer in a new region. this result corresponding with statement that said expand the market reach company is not just find a new customer who already buy the product, but also make a new relationship with a new customer in a new region [10]. there for, phoenix dancer company is succeed in expanding the market reach through their youtube channel. business innovation in phoenix dancer company semarang through youtube channel sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1727 48 in looking for competitive advantage that phoenix dancer’s youtube channel has, researcher give questioner to 30 adolescent and scoring the results and compare it to dance by freedomwork’s and phoenix dancer’s youtube channel. the compare analysis shown that original content mean score in phoenix dancer is higher than dance by freedomwork (4.033>3.6), but in the part of great communication, dance by freedomwork’s mean score is higher than phoenix dancer’s mean score (3.2 >2.033), also in part of creativity dance by freedomwork’s mean score is higher than phoenix dancer’s mean score (3.966>3.6). this means original content in phoenix dancer’s youtube channel is become the competitive advantage compared to dance by freedomwork. for participating in the youtube partner program, a youtube channel account must be operating at least 1 year, and already have 1000 subscriber, and 4000 hours of watching time. in youtube analytic review, it is shown that phoenix dancer’s youtube channel, just operating in 4 months, and just have 40 subscriber, and 16 hours of watching time. this results show that phoenix dancer’s youtube channel is has not been able to get the new source income. through observation and analysis, researcher found that this innovation bring effectiveness and efficiency in the phoenix dancer’s operational activity. this youtube channel can be used as a documentary gallery. when the manager hold a meeting with the customer, the manager can show the kind of the dance that phoenix dancer have to the customer with tablet or handphone. it is more effective and efficient because previously the manager has to bring the laptop and it is feel heavy. also it is more easy for the dancers to get the video as a learning material, because previously they must use a compact disk or flash disk to get the video. this youtube channel can be also a new way to promote phoenix dancer company to wider customer. base on this observation result, it can be said that this innovation is feasible enough for phoenix dancer company in terms of operational activity. the researcher use the secondary data and data interview result to knowing how far is the earning potential to become youtube partner. and the result show that the amount of the income is more than 10 million rupiah, and it is more compared with phoenix dancer main income from customer. the observation also show that to become a youtube partner, a youtuber must upload their own video routinely, at least 2 times per week. a youtuber also use their personal social media like instagram, twitter, facebook, or others to promote their youtube channel. with this income potential, it is worth enough if phoenix dancer keep uploading a new video and gain the subscriber through their social media, and pass the youtube partner program. table 2 viewer changes process in phoenix dancer’s youtube channel january febuary march april indonesi a (100%) indonesia 100 % indonesia 99 % indonesia 96 % mexico 0.2 % amerika serikat 0.3 % amerika serikat 1.7 % brazil 0.0 % malaysia 0.2 % hongkong 1.2 % taiwan 0.2 % vietnam 0.4 % 4. conclusion from the discussion above, we can see that this youtube channel innovation in phoenix dancer has succeed to expanding their market reach, and improve their competitive advantage in term of original content. but in term of great communication and creativity, phoenix dancer company still has to improve to be better compared to their competitor dance by freedomwork youtube channel. this youtube channel also show that phoenix dancer’s youtube channel can’t make a new source income for the company, and it is not feasible enough to be maintained and developed to be seen and used business innovation in phoenix dancer company semarang through youtube channel sisforma: journal of information systems (e-journal) vol.5 | no. 2 |th. 2018 issn 2442-7888 (online) doi 10.24167/sisforma.v5i2.1727 49 by many people, because of the unsuccessful requirements that phoenix dancer’s youtube channel has. however, in the part of operational activity, this innovation is feasible enough to be maintained and developed, because it is bring effectiveness and efficiency in their operational activity. also looking for the potential income that will be receive to become youtube partner, this innovation is also feasible enough to be maintained and developed for the company. acknowledgement this manuscript was made for the purposes of thesis requirements and graduation requirement for master of management. references 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(2016). hasil penelitian remaja indonesia gemar nonton youtube. solopos. retrieved from http://www.solopos.com/2016/06/17/h asil-penelitian-remaja-indonesiagemar-nonton-youtube-729795 [13]. boroughf, b. (2015). the next great youtube: improving content id to foster creativity, cooperation, and fair compensation. albany law journal of science & technology (vol. 25). https://doi.org/10.1525/sp.2007.54.1.23 [14]. kotler, p., & armstrong, g. (2001). prinsip prinsip pemasaran. (w. chandra kristiaji, ed.) (8th ed.). jakarta: erlangga. [15]. kotler, p., & keller, k. l. (2009). marketing management. organization (vol. 22). https://doi.org/10.1080/089117609030 22556 sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 28 34 28 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma basic design of a charging circuit for mobile phone using solar panel lianlyrompis universitaskatolik de la salle manado komboskairagi i manado, sulawesi utara indonesia lrompis@unikadelasalle.ac.id julie rante universitaskatolik de la salle manado komboskairagi i manado, sulawesi utara indonesia jrante@unikadelasalle.ac.id abstract—currently the learning process cannot be separated from the exchange of digital information and online interaction. initially using computer technology and internet, then growing with the existence of mobile phone technology. the demand of digital learning for efficient and environmentally friendly energy is very important and urgent because of the increasingly expensive price of fuel and the high utilization of mobile phones as a learning tool for the society. our government itself supports the discoveries, researches, and technologies that use renewable energy such as energy from sunlight and biomass energy. the city of manado which located in north sulawesi province has a good hot climate every year and a fairly high solar energy. this is very good if it can be used as a source of energy for certain equipment such as mobile phones. this paper describes a basic research that has been done where the energy of sunlight becomes alternative energy to charge a mobile phone. the research method is literature study, theory comparison, block diagram design, assembly, and testing. the results obtained give hope that in the future there are opportunities to develop further research and design a solar energy source for mobile phones charging, by using solar cells that have specific current and voltage specification. keywords—charging circuit,mobile phone technology, digital learning, solar energy, solar cell i. introduction 1.1 reason for research introduction contains background research, the purpose of research, review studies that have been conducted, the purpose of the a learning process is a part of academic world and one of the essential role in education. nowadays the learning process cannot be separated from digital information exchanges and online interactions. using computer technology and internet, sources of teaching materials and assignments can be upload to a cloud server that will be easier for teachers, lecturers, and students to communicate and put a flexible time for learning. digital technology development also brings wireless and cellular technology which is mobile and more efficient for learning anywhere through a smart device called mobile phone. the demand of digital learning for efficient and environmentally friendly energy becomes very important and urgent because of the increasingly expensive price of fuel and the high utilization of mobile phones as a learning tool for the society. indonesian government since millennium year has supported the discoveries, researches, and technology innovations that use renewable energy such as energy from sunlight and biomass energy. basic design of a charging circuit for mobile phone using solar panel sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 28 34 29 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma in relation to these main reasons and because our city of manado which located in north sulawesi province has a good hot climate every year and a fairly high solar energy, a basic research and feasibility study has been conducted for the possibility of using sunlight energy in certain equipment such as mobile phones. 1.2 scope of problem our research is a basic research to derive a basic design of a charging circuit for mobile phone, using solar panel. many practitioners have created their own charging circuit and it works well, but through this research we would like to share from its scientific body of knowledge, from our scientific points of view. hopefully this will become one of the best references for academicians and students in making a solar panel based mobile phone charging circuit, and further improvements can be taken for good. ii. literatur review 2.1 previous studies previous studies have been conducted with the help of our students. the main purpose was to learn about solar panel module and how to measure its supply voltage, and then came to an idea for charging a mobile phone related to energy issue that arrives importantly for its availability and sustainability. the results of measurement varied between 5 to 7 dc volt, depends on the intense of the sunlight. for another experiment, a series of light emitting diodes (led) has been connected to the output of solar panel, and all the leds are light up. because mobile phone battery needs a charge voltage around 4 – 5 dc volt, and our solar panel reaches 7 dc volt when the intense of sunlight is highest, so there should be another module or circuit being connected to the solar panel so it can output voltage and current that match mobile phone battery specification. actually, when a samsung mobile phone was connected directly to the solar panel during previous research, nothing happened except slow charging as the effect of low current. but for the battery durability and lifelong usable, it is necessary to have a research to find out about a basic design for charging circuit [1]. 2.2 theoretical framework 2.2.1 solar cell panel a solar cell panel is an energy panel based on the energy of sunlight. a solar panel consists of solar cells which is arranged in a series or parallel connection that will determine its output voltage and also the output current. each solar cell usually generates a voltage of 0.45 – 0.5 dc volt and an electric current of 0.1 a upon receiving a bright light beam. as with the battery solar cells assembled in series will increase the voltage while the solar cells in parallel will increase the current, as shown in figure 2.1 and figure 2.2. [2][3][4][5][[6] fig.2.1. solar cell in serial circuit (teknikelektronika.com, 2017) fig.2.2. solar cell in parallel circuit (teknikelektronika.com, 2017) 2.2.2 secondary battery secondary battery is a rechargeable battery.this battery generates electric current using the same principle as primary battery, but chemical reactions can be reversible. when thisbattery is in charging process (connected to energy source), the electrons will flow from positive to negative, and when the battery is in discharging process (connected to a load), the electrons will flow from negative to positive. the types of rechargeable batteries we often find include basic design of a charging circuit for mobile phone using solar panel sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 28 34 30 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma ni-cd (nickel-cadmium) ni-mh (nickelmetal hydride) and li-ion (lithium-ion) batteries, as shown in figure 2.3. 2.2.3 ni-cd (nickel-cadmium) battery ni-cd (nickel-cadmium) batteries use nickel oxide hydroxide and metallic cadmium as an electrolyte material. this battery able to operate in wide temperature and long cycles. however, this battery also contains 15% toxic, carcinogenic cadmium, that could be harm for human life and environment. currently, the use and distribution of this battery in the marketplace has been prohibited by european union under the “directive 2006/66/ec” regulation. 2.2.4ni-mh (nickel-metal hydride) battery ni-mh (nickel-metal hydride) batteries have a 30% higher capacity compared to nicd batteries. ni-mh batteries can be recharged up to hundreds of times so that it can save money on battery purchases. nimh batteries are widely used in camera and radio communication. although they do not have a cadmium hazardous substance, these batteries still contain few harmful substances that can damage human health and the environment so it needs to be recycled and should not be disposed of in any place. 2.2.5li-ion battery (lithium-ion) li-ion batteries are widely used in portable electronic devices such as digital camera, mobile phone, and laptop. these batteries have higher cycle endurance and also 30% lighter as well as providing a higher capacity of about 30% when compared to ni-mh batteries. li-ion batteries are more environmentally friendly because do not contain harmful substances cadmium, but still contain little harmful substances that can damage human health and the environment so it needs to be recycled and should not be removed in any place. fig.2.3. secondary batteries (teknikelektronika.com, 2017) 2.2.6dc to dcconverter a dc to dc converter is an electronic circuit built for direct current input voltage conversion. the input voltage can be converted into a lower dc voltage, or a higher dc voltage, sets by a step-down transformer or a step-up transformer in the circuit. we can see the parts of this converter from the diagram shown in figure 2.4. fig. 2.4. dc to dc converter block diagram 2.2.7voltage regulator a voltage regulator is an electronic integrated circuit (ic) component used for regulating a positive or negative direct current voltage. the most common voltage regulator ics are 78xx and 79xx. the xx value is the desired output voltage value, for example 7805 will output a voltage of 5 volts and 7905 will output a voltage of -5 volts. minimum supply voltages are 7 dcv or -25 dcv, maximum supply voltages are 40 dcv or -7 dcv, voltage regulation type is linear, and the maximum output equals to basic design of a charging circuit for mobile phone using solar panel sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 28 34 31 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma 1 ampere [7]. figure 2.5 shows the model of voltage regulator ics. figure 2.5. voltage regulator ic (1= input, 2 = ground, 3 = output) iii. research methodology several methods are taken for this basic research: 3.1 literature study before starting this research, the author started collecting references and information related to solar panel basic concept and mobile phone charging circuits. 3.2 theory comparison a theory comparison has been conducted to get the right information and have best references for the research. 3.3 choose sample this research use 2 (two) solar panel as a sampling, both have 5 dcv output but packed in different model or panel (the other one already equipped with rechargeable battery). 3.4 select instrument for measurement, an analog multimeter and a digital multimeter is used to get accurate results and can make a comparison. a dc to dc converter with voltmeter module is also helpful in getting accurate observation results. 3.5 derive tables for observations and measurements the next step that is very important for data analysis is derives tables that required for observations and measurements. these tables should be in accordance with sampling and instrument being used. 3.6 block diagram design a sketch of block diagram has been made to bring clearly understanding upon the input, process, and output of a charging circuit. 3.7 assembly and testing the last step is to assembly and conduct testing. a conclusion is made which summaries the research output that points out to research aim, whether already appropriate or not. iv. results and discussion 4.1 solar cell panel module a solar cell panel module is constructed into two blocks; each block has several solar cells that are connected to give an output of 5 dc volt, as shown in figure 4.1. their specifications are given in table 4.1 and table 4.2. fig. 4.1.solar cell panel module table 4.1. specification of the solar cell panel module a parameter range/setting voltage output 5 volt current output 240 ma power output 1,2 watt size 11 x 6.9 x 0.3 cm 78x 79x 1 2 3 basic design of a charging circuit for mobile phone using solar panel sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 28 34 32 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma table 4.1. specification of the solar cell panel module b (equipped with li-polymer battery 2600 ma) parameter range/setting voltage output 5 volt current output 500 ma power output 0,8 watt size 10 x 6 x 0.3 cm input to mobile phone 4.5v 800 ma 4.2adjustable dc-dc step up step down with voltmeter module an adjustable dc-dc step up step down lm2577 lm 2596 with voltmeter module (figure 4.2) is a dc-dc converter module which convert input voltage into lower or higher output voltage, depends on the output setting where ic step down (lm 2596) and step up ic (lm 2577) will adjust to each other. this module is equipped with 7-segments display and its specification is shown in table 4.3. fig.4.2. adjustable dc-dc step up step down with voltmeter module table 4.3. specification of the adjustable dc-dc step up step down module table 4.4. initial observations and measurements taken in telecommunication laboratory and at the top of the university’s building. note :outputs are measured using analog/digital multimeter and 7-segments display table 4.5. observations and measurements when connected to a mobile phone note :data was taken at 10.46 am, a little cloudy but clear blue sky. type of battery: samsung li-ion battery. nominal voltage 3.85 vdc/11.55 wh. charge voltage 4.4 vdc/3000 mah. input from charging circuit 4.8 volt basic design of a charging circuit for mobile phone using solar panel sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 28 34 33 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma table 4.6. observations and measurements when connected to a mobile phone note :data was taken at 12.11 – 14.26 pm, a little bit cloudy, sometimes the sun shines brightly and sometimes it only partially shines. output voltage from solar panel varies between 2.98 – 4.22 dc volt, and the output current varies between 0.09 – 0.16 a. fig.4.3. a mobile charging circuit built for observations and measurements from all the observations and measurements result shown in table 4.3 to table 4.6, we can conclude that a mobile phone needs higher current to have a faster charging, also added with dc-dc converter for stepping down the output voltage from solar panel if it’s too higher, so it will meet the specification of battery charge voltage. voltage regulator can be used for getting a constant and stabilize input voltage for mobile phone, besides adding an appropriate diode at solar panel so it will block the reverse flow of electrons from the battery [8][9][10]. because this charging circuit works with solar panel and, the sun only shows up half of the day, some people usually like to add a rechargeable battery so it can store energy and doing charging at night. based on this study and conclusion, a basic design for a mobile charging circuit using solar panel can be derived in figure 4.4. fig.4.4. basic design for mobile phone charging circuit using solar panel further research and improvements can be done for analyzing parameters, components, and reliability of this basic charging circuit, to have a solution for better re-design. v. conclusions from the result, it can beconcluded that a basic circuit of a charging circuit for mobile phone using alternative energy from the sun is possible to be designedusinga dc-dc converter and voltage regulator, with appropriate parameters and measurements. it is necessary to have a good charging and raise the battery percentage efficiently, so the output needs higher current with recommended charging voltage. input voltage which does not exceed a battery charge voltage is more desirable. the higher the current, the better and faster the charging will be, while low voltage and lower current only make the charging slows down or even stop working. more current can be obtained by constructing an array of two or more solar panel into a form of parallel circuit, that will keep maintaining the value of voltage. this is a basic design research that need further improvement in measurements and high stability for its voltage and current basic design of a charging circuit for mobile phone using solar panel sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 28 34 34 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma outputs, in order to obtain a good and optimal charging for a mobile phone. acknowledgment part of the research is funded by our institution, universitaskatolik de la salle manado. thank you for the support, and also contributions from our students (vicklyzachawerus and idrionotado). references [1]. b. anto, e. hamdani, and r. abdullah,“portable battery charger berbasis sel surya”, in jurnal rekayasa elektrika, 11(1), 19-24, 2014. [2]. w. hayt, rangkaian listrik jilid 1, 6th ed. jakarta: penerbit erlangga, 2006. [3]. w. hayt, rangkaian listrik jilid 2, 6th ed. jakarta: penerbit erlangga, 2010. [4]. a. joewono, r. sitepu, and p. angka,“perancangan sistem kelistrikan hybrid (tenaga matahari dan listrik pln) untuk menggerakkan pompa air submersibel 1 phase”,in seminar nasional ritektra vi unika de la salle manado, 2016. [5]. a. gunadhi and j. mulyono, “prototipe penyatuan sumber tegangan dc pada sistem hybrid pln dengan energi terbarukan”, in seminar nasional ritektra vi unika de la salle manado, 2016. [6]. d. kho, (2017). pengertian sel surya dan prinsip kerjanya. teknik elektronika. available: http://teknikelektronika.com/penger tian-sel-surya-solar-cell-prinsip-kerjasel-surya/ [7]. d. arifianto, kamus komponen elektronika. jakarta: penerbit pt. kawan pustaka, 2011. [8]. d. rusmadi, mengenal teknik elektronika. bandung: pionir jaya, 1999. [9]. o. bishop, dasar-dasar elektronika. jakarta: penerbit erlangga, 2004. [10]. m. abdillah, pengetahuan dasar elektronika analog dan digital. pontianak: yayasan kemajuan teknik, 2017. [11]. m. hapudin and andika, “rancang bangun alternatif charger handphone tenaga surya”, in jurnal ict penelitian dan penerapan teknologi. 12-23, 2017. microsoft word 5 1171_christine wisata budaya jawa tengah”game as a means of preserving the culture of central java “wisatabudayajawa tengah” game as a means of preserving the culture of central java sisformavol.4 no.2 november 2017 :28‐33 28 “wisata budaya jawa tengah” game as a means of preserving the culture of central java christine ayu wulandari christine15ayu@gmail.com system information major, faculty of computer science, soegijapranata catholic university, semarang, indonesia abstract –indonesia has a cultural diversity in each area; some existing traditions in central java are dugderan, semarang and ruwatan rambut gimbal, wonosobo. the growing globalization era affecting society mindset can create an impact such as forgetting indonesia culture or ignoring the cultural heritage asset. as a result of neglecting the asset, reog ponorogo and wayang kulit, some indonesia legacy, were ever claimed by another country. seeing the importance of the efforts in heritage preservation, a way can be introduced and performed as a medium of instruction i.e. a mobile game of central java cultural heritage with the theme of cultural traditions. game is not always negative, but can be used as an interesting learning media called educational games. keywords: educational game, cultural tradition, central java i. introduction indonesia is an archipelago which has 34 provinces[1], where each island has its own provincial cultural diversity. indonesia culturesare dance, clothing, custom homes, traditions or rites of the region.central java is a province on the island of java which has a fascination of the natural and cultural tourist attractions, one of which is a cultural tradition. as an example of the existing tradition in central java from the city of semarang is dugderan tradition. it is a unique tradition to welcome the coming of ramadan with the characteristic of warak ngendog[2]. there is also a tradition of “ruwatan cukur rambut gembel (cutting dreadlocks off)”located in the dieng as the tradition which is hereditary until now. “rambut gimbal (dreadlocks)” is the unique physical form of hair which is believed to have the mystery of which“rambut gembel” child has a distinct personality. thus, the required ritual for hair cutting off is believed to restore the child's personality [3]. intensified technological development, including the use of smartphones,is increasingly sophisticated. according to nielsen mobile insights informance [4], itreveals that the growth of smartphone users in indonesia from the year 2013 to 2017 on 33% cagr is driven by population aged under 30 years or about 61% as its users. those activities include 19% gaming enthusiasts spending 1.5 hours playing on the device where the older students also get involved in it. ii. literature review a. cultural tradition the tradition is hereditary customs that are still handed downby the community or the presumption that the ways in which there have been most ways are good and true[5]. the word of culture comes from the word "buddayah" meaning the favor or sense[6],according to the system as the whole culture koentjaraningrat ideas, actions, and results of the work of the man in the life of society, which provide the belonging to the individual with a means of learning[7][8]. “wisatabud sisformavo b. cultu cultu activities understan behavior certain pl c. educ educ of aspe education a. desig jawa befor “wisata cultural advance traditions survey t conducte to see th search (beginnin month),p eternal f buffalo p festival), festival), ruwatan dreadlock trends sh the 7 tra any give high esca even 1 tr graph du trend, va highest m value ind below ar 7 event tr dayajawa tenga ol.4 no.2 nove ural tourism ural tourism s, research nding the s, crafts, ar lace in a cert cation game ation game ects related n[10]. iii. dis gning the f a tengah”g re designing budaya jaw tour)”,data as finding s of the even to establish ed by observ he level of p event tr ng the pengambilan flame), kir parade), ap lopisan (c baritan ( rambut k hair).ob howed that th aditionswas n time the p alated with a radition that ue to less p alue of 100 mount in p dicates the re the figure raditions at g ah” game as a m mber 2017 :28 m m is a great hing, lear culture rt, etc.) com tain time[9]. e e is a game d to the scussion flow of“wis game g the game wa tengah ( a collection g literature, nt survey.in the concep vations on g popularity o aditionsi.e. e ram n api abadi rab kebo b peman (celeb celebrating a offerings t t gimbal bservations he level of p very less so popularity w a value of 10 t did not ha popular. in shows the opularity, w value is qu es of the sea google trend means of preserv 8‐33 way to see rning, and (traditions mmunity in a . with aspect purpose o sata budaya e concept o (central java was done in books and addition, the pt was also google trend of a keyword dugderan madan/fasting (picking ou bule (albino brating food another food o sea), and (treating ongoogle popularity on ought, but a was the mos 00.there wa ave the value the google value of the while the 50 uite popular arch graph o d: ving the culture e d s, a ts of a of a n d e o s d n g ut o d d d g e n at st s e e e 0 r. of figu the advance ease th program of flowc tells ab applicat figure2 b. the “wi befo be prese start of of centr presente icons wh while op this gam among e of central java ure1.popularit traditions design of th e with the c he program mming. in fi chart “wisat bout the ion. . flowchart g t gameplay isata buday ore starting t ented with tour itinerar ral java. aft ed in a centr here 6 of th pen location me, it provide the traditio a ty charts 7 ce in google tr he gameflow creation of f mmer in gure 2, the s ta budaya j flow syste game "wisata tengah" of 7 tradit ya jawa ten the game, th the comic ries of cultu ter that the p ral java map e 7 city ico n 1 is insema es 7 differen ons. before entral java end w was made i flowcharts t making th system desig jawa tengah em on th a budaya jawa tion eventsi ngah” game he player wi storyline th ural tradition player will b p menu with ons are locke arang city. i nt mini game starting th 29 in to he gn h” he a in e ill he ns be 7 ed in es he “wisatabudayajawa tengah” game as a means of preserving the culture of central java sisformavol.4 no.2 november 2017 :28‐33 30 game from each mini-game, the player will be presented an animated icon tradition of the information that will be the location of the selected player. here is a concept of the gameplay of each stage of cultural tourism city of central java is as follows: table1 gameplay 7 mini game event traditions stage dugderan • location : semarang city • the main character : warak ngendhog • gameplay : atthis stage, players are introduced warak ngendog character or icon. in dugderan game, this player must take the coins in the form of eggs and coins, as well as to avoid the road if the player does not want game over and succeeds at the finish line. the player must get a score above 700 to open the next stage. pengambilan api abadi mrapen • location : grobogan regency • the main character : a monk • gameplay : at this stage, an overview of the flame-takingevent which is presented to players to use tells where a vesak buddhist monk is assigned to pick out flame. in the game, the player must tilt the phone to the left or to the right to drive the monks to take the coins and avoid the obstacles in the form of rocks, holes and wood. the player must get a score above 200 coins to unlock the next stage. kirab kebo bule • location : surakarta • the main character : buffaloalbino & buffalo • gameplay : on this stage, it describes a simple form of albino buffalo. players must remember the pictures between two buffaloes. play with the swipe to the right or the left, characteristics of the corresponding ordinary images that correspond to fast until time runs out. the player must answer correctly 8 points to unlock the next stage. apeman • location : klaten city • the main character : young women. • gameplay : at this stage, a procession of visitors is crowded in getting apem cake. in the game, the player must drive the player character to the right or to the left, and catch 3 types of apem to get the score. when the character player is affected, grapes score will be reduced.and when exposed to an egg, lives will be reduced in 1 of 3 lives. the player must get a score above 110 to unlock the next stage. lopisan • location : pekalongan city • the main character : 2 colors giant lopis • gameplay : this stage gives an overview with arranging a simple ceremony on stage game where players have to cut giant lopis by pressing the red or green button in accordance with lopis appearance before time runs out. players will be able to continue the next tradition if correct answers are above 8. baritan(sedekah laut) • location : pemalang city • the main character: boat / ship that contains crops.gameplay : at this stage, a picture of how the procession casts or drowns offerings in the sea. in the game, the player will be washed away by way of offerings control to the right, left, top for carrying of offerings – passing ships and whales so as not to get hit where the player must also take the coins to be able to add to the score that can be used to open the stage tradition of the next with a score above 600. ruwatan rambut gimbal • location : dieng,wonosobo regency • the main character : rambut gimbal childwith type pari, jatha/jatah, wedhus • gameplay : this stage gives an idea as to what kinds oframbut gimbal type are usually in the procession. players must remember the types of rambut gimbal with both already introduced in the animation as well as the information reviewed back in tutorial. players just click on the correct imageof rambut gimbal child as ordered quickly before time out. c. gameview “wisata budaya jawa tengah” in figure 3, itshows an early game menu display play after loading the game. when users first install applications games "cultural tourism central java", then the comic lookappears. comics can also be read back in a comic play on the display button menu. figure3. play menu display in figure 4, it is the menu map with the location where the 6-7 cityicons are locked and display when the mission trip has completed. figure 4. display the menu map is locked and open in picture 5, there is a mini game displaying 7 traditions: dugderan (beginning the “wisatabudayajawa tengah” game as a means of preserving the culture of central java sisformavol.4 no.2 november 2017 :28‐33 31 ramadan/fasting month),pengambilan api abadi (picking out eternal flame), kirab kebo bule (albino buffalo parade), apeman (celebrating food festival), lopisan (celebrating another food festival), baritan (offerings to sea), and ruwatan rambut gimbal (treating dreadlock hair). figure5display mini game 7 traditions d. research results once the design and process are finished, the game is ready. game trials are conducted with post-test survey to 34 respondents who had previously also been in doing the survey pre-test. to know that the game "tour of central java culture" can make learning more fun and interesting,the result shows the surveys in the picture below: figure6diagrams opinion game "wisata budaya jawa tengah" can make learning fun in figure 6, it shows that 30 respondents agreed that the games can make learning more interesting and enjoyable, especially in the introduction of the cultural traditions of the region of central java. two children answered the mediocre/simply to make study interesting. while the two children responded to less agree,they were lazy to read animation information and prefer to hear voice. in figure 7, it shows 30 of 34 older students replied that after playing a game of "cultural tourism central java", they got a new insight of a tradition that was not yet known. figure7diagram opinion adds insight after game play figure 8 shows that 29 children agreed and strongly agreed.three children responded quite possible to know the information of historical and cultural traditions of central java. figure 8.the diagram after playing games about history, cultural traditions of the known information figure 9 shows after playing a game of “wisata budaya jawa tengah”,they gain knowledge and become familiar with the new tradition of central java in addition to the previously known from the tradition in which as many as 10 children answered to 7 “wisatabudayajawa tengah” game as a means of preserving the culture of central java sisformavol.4 no.2 november 2017 :28‐33 32 traditions and as many as 24 children answered a few selections from the 7 tradition. figure9evaluation diagram after playing game"wisata budaya jawa tengah" figure 10 shows 73% or 25 children agreed that the game "tour of central java culture" could be used as the preservation efforts, 21% or 7% said very much agree, while 6% or 2 children chose the common or neutral options because they did not know whether games could deliver information that would be the introduction of traditions in the preservation of traditions of the region. figure10opinion diagram respondents will game "wisata budaya jawa tengah" as an example of conservation efforts figure 11 shows the result of 62% or 21 children agreed and 26% or 9 very agreed with the opinion that the game “wisata budaya jawa tengah” could be used as media promotion of regional traditions and the introduction of central java, while 12% or 4 children argued that was mediocrity or neutral. figure11opinion diagram existence of game “wisata budaya jawa tengah” used as media promotion and introduction central java regional tradition iv. conclusion games do not always give a negative impact for the players when managed correctly such as educational games. the game “wisata budaya jawa tengah” is a game with the aim to educate by providing insight into the cultural tradition of introducing knowledge area of central java. from the survey results,it can be concluded that the game “wisata budaya jawa tengah” could provide a positive impact in the increase of knowledge of central java traditions that were previously not known.in addition,the gamecreated an interesting way of learning about the tradition in the province of central java. the introduction of the central java regional traditions in the game was delivered without removing the elements of information from tradition such as background, character related on the tradition. this game could help parents to introduce the central java traditionwith a medium of instruction for children or students. the public could be involved to participate in the game in order to stimulate the preservation of central javatradition and indonesia culture in general. v. acknowledgement the authors gratefully acknowledge to beasiswa unggulan(excellence scholarship) support from bureau of planning and international cooperation, ministry of education and culture of indonesia vi. bibliography [1] d. jenderal, o. daerah, k. dalam, n. republik, and d. o. d. i. indonesia, “wisatabudayajawa tengah” game as a means of preserving the culture of central java sisformavol.4 no.2 november 2017 :28‐33 33 “daerah-daerah otonom di indonesia sampai dengan tahun 2014,” 2014. [2] m. ahmad, “hello semarang/ dugderan, tradisi unik sambut ramadan,” 2016. [online]. available: hellosemarang.com. [3] m. c. arif and a. fathurrahman, “makna simbolik ruwatan cukur rambut gembel di desa dieng kejajar wonosobo,” 2013. [4] vserv, “pengguna smartphone indonesia,” arenalte.com, 2015. [online]. available: http://arenalte.com/berita/industri/pen gguna-smartphone-indonesia. [5] k. b. b. i. (kkbi), “tradisi,” 2016. [online]. available: http://kkbi.web.id. [6] lahiya.com, “definisi dan pengertian kebudayaan menurut para ahli,” 2016. [online]. available: http://www.lahiya.com/pengertiankebudayaan-definisi-menurut-paraahli/. [7] a. yosanny, y. l. prasetio, a. halim, and y. o. s. a, “aplikasi perangkat ajar kebudayaan indonesia berbasis multimedia,” no. 9, pp. 595–603, 2012. [8] artikelsiana, “pengertian kebudayaan menurut para ahli|artikelsiana,” 2015. [online]. available: www.artikelsiana.com/2015/08/penge rtian-kebudayaan-menurut-paraahli.html?m=1. [9] r. ardiwidjaja, “pariwisata budaya : ‘ salah satu alat pelestari kesenian tradisional .’” 2015. [10] v. f. insanittaqwa, i. kuswardayan, and d. sunaryono, “game edukasi ‘simulasi haji’ menggunakan ren ’py pada perangkat android untuk simulasi perjalanan ibadah haji,” inst. teknol. sepuluh nop. surabaya, vol. 3, no. 1, 2014. university-level of elearning in asean designing web-based disc psychology personality analysis tests sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 82 issn 2442-7888 (online) doi 10.24167/sisforma designing web-based disc psychology personality analysis tests daniel aditama somatdie information system departement, soegijapranata catholic university danieladitama11@gmail.com erdhi widyarto information system departement, soegijapranata catholic university erdhi@unika.ac.id alb. dwiyoga widiantoro information system departement, soegijapranata catholic university yoga@unika.ac.id abstract— using a manual system in the companies or organizations today, has many disadvantages like inefficient, wasting time, require a lot of costs, and make work difficult. by integrating a disc personality analytical psychological test with information system, the tests are carried out with computers initially using paper, so it more economical for using less paper. more than that, the test results are done automatically check by the computer, no need to manually check by the psychologist. in addition to being effective in examining, the validation of examinations is very high because it can recover human errors. keywords— online test, phycology test, disc assessment online test, information system, computerized based test i. introduction psychology test or psychological test is a tool used to find out a person's condition [1]. this psychological test is used to measure the functions of cognitive and emotional abilities such as intelligence, interests and talents, to the personality of the person [2]. the psychological test method is a psychology research tool that is important for the ability to be tested, for the example is attitudes, talents, personality traits, and interests [3]. personality is all kinds of varied behaviors carried out by individuals who are regulated by order and harmonization [4]. to find an individual personality, the individual can take the personality psychology test. personality psychology tests are professional psychology proficiency which include administration, assessment, and interpretation of the support of calculating traits and styles[5]. one of the personality psychology tests is the disc test. disc theory is a psychological theory used to determine people's personalities based on people's emotional behavior based on their environment. disc is divided into four personalities, there are: dominance (d), influence (i), steadiness (s), and compliance (c) [6]. the psychological test of disc personality analysis is done on paper. individuals who will be tested will answer on paper and then processed manually and calculated manually. but this system is less efficient and takes a lot of time. with the internet technology, which one is web-base, communication and information services can be done easily and efficiently [7]. to use technology in an organization must have an information system. an information system in an organization provides processes and information that is useful for members and clients of the organization. with this information system, they can operate more effectively [8]. moreover, the content validity of technology-based test examinations is higher too. content validity is a benchmark for reflecting the content domain as expected [9]. with technology, the goal is to reduce human error in examination, so the test results mailto:danieladitama11@gmail.com mailto:yoga@unika.ac.id designing web-based disc psychology personality analysis tests sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 83 issn 2442-7888 (online) doi 10.24167/sisforma more valid. utilization of computerized technology for disc personality analysis psychological test from previously done paper-based test is an interesting part to be explored. because, with the many advantages of using computers for psychological tests of disc personality analysis can develop the organization and improve work effectiveness. ii. literatur review a. test according to freidenberg in 1995, test is a type of assessment that had specific procedures for sending information and converting information to numerical forms. the personality analysis test is a typical performance test, a test used to measure typical performance. this test is usually used for typical behavior, thinking habits, and feelings[10]. b. phycological test psychological test is a tool that are used as benchmarks for psychological aspects of the individual. psychological test is containing interview questions that are packaged in written form [2]. c. disc theory disc theory was first put forward by william moulton marston, namely the expression of emotional behavior divided into four types of individuals when interacting with their environment: dominance (d), influence (i), steadiness (s), and compliance (c). marston calls that four "primary emotions"[11]. disc personality analysis test has been used by more than 50 million test users and published in books that have been translated in 35 languages [12]. personalitybased disc tests are used to classify potential members into a group, and measure productivity from members. beside that it is also useful for psychometric measurement, leadership, and activeness in the organization [13]. although valid, the disc test can change because the emotional experience of an individual tends to change rather than be eternal [14]. d. computer assisted test computer assisted test (cat) is a test performed with a computer. computers can be used in various uses as test media. starting from the simplest, which is used to display exam questions, check test results, and give test scores[15]. so, the efficiency and validity of the answer check will increase [16]. e. online disc personality analysis test the web-based disc personality analysis psychological test application is used to classify personality types based on test results. in an application test experiment to select kkl participants at amikom purwokerto, from the experiment, 59% of the 6 questions through the questionnaire were approved by the respondents [17]. f. hypertext preprocessor (php) hypertext preprocessor (php) is a simple and powerful programming language designed to create html content. php can be run on many operating systems such as linux, solaris, freebsd, macos x and windows. in addition, various web servers can be used, such as apache, microsoft iis, and netscape [18]. php can be obtained free of charge. to download php just by visiting the site www.php.net and applying it to the php editor [19]. g. waterfall method waterfall method is a method used for learning in developing a software [20]. first, the waterfall method was published by walter royce in 1970 [21]. the method of work of this method is that the conditions of the ongoing stage must be completed before proceeding to the next stage [22]. iii. research methodology the application development process used in this study uses the waterfall model. the application development began with collecting data through interviews with the center for applied psychology (ppt) at unika soegijapranata. in addition to interviews, data searching is also done by looking for sources in books, journals, and designing web-based disc psychology personality analysis tests sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 84 issn 2442-7888 (online) doi 10.24167/sisforma other media that can be related to research. continued for making application concepts. making application concepts includes application flow, mockup, database design, and determining user roles. continued with, making the program. the programming is done with the programming language php and bootstrap framework using the visual studio code editor. the database is created using phpmyadmin on a mysql basis. after the program is finished, the application is tested. if the application is appropriate, the application will be implemented to the client and perform maintenance. after that, the application will be used as a research medium. in this study, the object of research was people, with the population being psychologists, staff, and participants from the applied psychology unika soegijapranata and samples used by 30 students. the source of the primary data of this study came from questionnaires given to 30 respondents and interviews with psychologists and ppt staff and secondary data sources of this study came from journals, articles, and literature regarding the psychological test of disc. iii. results and discussion the results of this application design are called online disc personality analysis psychological tests. this application consists of 3 user roles, namely participants, psychologists, and staff. figure 1 is the flow diagram of the application. the use case of the disc personality analysis psychological test application is as figure 2. designing databases using entity relational diagrams (erd) from disc personality analysis psychological test applications is as figure 3. figure 1. application workflow figure 2. application use case designing web-based disc psychology personality analysis tests sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 85 issn 2442-7888 (online) doi 10.24167/sisforma figure 3. application erd figure 4. display of participant question. psychologists have the task of giving conclusions to answers the results that have been processed by the computer. the computer processing results are calculating the accumulated answers of participants, calculating the graph automatically, and showing conclusions of the behavior and work field that is suitable for participants. figure 5. display of answer accumulation figure 6. display of disc graph figure 7. display of participant conclusions staff role is to add new users. staff can also see user management. user management is used to view active users, edit user data, and delete users. figure 8. display registering participants figure 9. display user management the questionnaire consists of 2 sessions, the respondents' demographic questions and application review questions designing web-based disc psychology personality analysis tests sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 86 issn 2442-7888 (online) doi 10.24167/sisforma a. demographics of respondents figure 10. age of respondents from 30 respondents, the majority of respondents were 20 and 21 years old as much as 40%. while respondents aged 19, 22, and 24 years were 6.67%. figure 11. respondent gender diagram from 30 respondents, balanced sex data was taken. that is 50% male and 50% female. figure 12. respondents' educational diagram education taken by respondents at this time, as many as 93.33% of the 30 respondents were pursuing a degree. while 6.67% were taking high school. figure 13. ever using respondent's application diagram as many as 86.67% of the 30 respondents had never done disc personality analysis psychological tests. while respondents who had taken the disc personality analysis test were 13.33%. figure 14. application usage understanding diagram there are 16 respondents or 53.33% agree that understand how to use the application quickly. while 8 people or 26.67% answered strongly agree, 4 people or 13.33% answered that they did not understand quickly using the application and 2 people or 6.67% were neutral. figure 15. convenience and activity diagrams application login a total of 20 respondents or 66.67% agreed that the login process was easy and smooth. while as many as 8 respondents or 26.67% strongly agree if the login process is smooth and easy and 2 respondents or 6.67% disagree if the login process is smooth and easy. figure 16. smooth start application application button diagram designing web-based disc psychology personality analysis tests sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 87 issn 2442-7888 (online) doi 10.24167/sisforma both respondents who agreed and strongly agreed to have a total of 13 respondents or 43.33%. while those who disagree are only 1 person or 3.33% and 3 more or 10% are neutral. figure 17. ease diagram for using the start button in the application problem a total of 15 respondents or as many as 50% agreed that the button starts in the matter of easy application to use. while 7 respondents or 23.33% felt strongly agree, 5 respondents or 16.67% neutral, and 3 respondents or 10% did not agree. figure 18. easy to read fonts in question view respondents who agreed to feel easy to read the font in the display question as many as 18 respondents or 60%. while 8 respondents or 26.67% strongly agreed, 3 respondents or 10% were neutral and 1 respondent or as much as 3.33% did not agree. figure 19. the convenient diagram answers the question with the warning feature 12 respondents or 40% were neutral that the warning when not answering the question was very helpful. the remaining 8 respondents or 26.67% agree, 5 respondents or 16.67% strongly agree, 4 respondents or 13.33% disagree and 1 respondent strongly disagrees or as much as 3.33%. figure 20. convenience diagrams in the process of transferring applications respondents who agreed that the process of moving the application questions quickly and accurately was 18 respondents or 60%. while 7 respondents or 23.33% strongly agreed. a total of 4 respondents or 13.33% were neutral, and 1 respondent or 3.33% did not agree figure 21. application drawing diagram there are 13 respondents or 43.33% agree that the application system is interesting. while 11 respondents or 36.67% strongly agreed and 6 respondents or 20% were neutral. figure 22. application usage chart is easier than conventional designing web-based disc psychology personality analysis tests sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 88 issn 2442-7888 (online) doi 10.24167/sisforma twelve respondents or 40% were neutral in feeling that using the application was more convenient than the written psychological test. while as many as 6 respondents or 20% agreed, 7 respondents or 23.33% strongly agreed, and 5 people or 16.67% did not agree. figure 23 convenience diagrams in the process of transferring applications in attracting the login screen, 18 people or 60% agreed. while 9 respondents or 30% were neutral and 3 people or 10% strongly agreed. figure 24 comfort diagram layout login view a total of 25 respondents or 83.33% agreed that the layout of the login display was appropriate and appropriate. while 3 respondents or 10% were neutral and 2 respondents or 6.67% strongly agreed. figure 25. drawn diagram of instruction display 15 respondents or 50% agreed if the instruction display was interesting. while 7 respondents or 23.33% were neutral, 6 respondents or 16.67% strongly agreed, and 3 respondents or 10% did not agree. figure 26. comfort diagram layout of instruction display both respondents agreed and neutral each amounted to 10 respondents or as much as 33.33%. while as many as 8 respondents or 26.67% strongly agree, and 2 respondents or 6.67% disagree. figure 27. comfort diagram in reading the instruction display font sejumlah 18 responden atau 60% setuju bahwa font di tampilan instruksi jelas dan mudah dibaca. sementara 8 responden atau 26,67% sangat setuju, 2 responden atau 6,67% netral dan masing-masing 1 responden atau 3,33% tidak setuju dan sangat tidak setuju. figure 28. drawn diagram of the display in the application designing web-based disc psychology personality analysis tests sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 89 issn 2442-7888 (online) doi 10.24167/sisforma respondents who feel neutral if the display of interesting questions as many as 12 respondents or 40%. respondents who agreed were 10 respondents or 33.33% and strongly agreed with 8 respondents or 26.67%. figure 29. the layout comfort of the application questions a total of 18 respondents or 60% agreed that the layout of the display about the application is comfortable to see. while each 6 or 20% of respondents were very agree and neutral. figure 30. the smoothness of the next button to move the application problem a total of 17 respondents or 56.67% agreed if the next button for switching about the application went well and smoothly. while 8 respondents or 26.67% strongly agreed, 3 respondents or 10% were neutral and each 1 respondent or 3.33% did not agree and strongly disagree. figure 31. intention diagram suggesting applications to others 11 respondents or 36.67% suggested applications to others to use the application. while 10 respondents or 33.33% strongly recommend, 6 respondents or 20% neutral and 3 respondents or 10% do not recommend. references [1] c. suwartono, “alat tes psikologi konteks indonesia: tantangan psikologi di era mea,” j. psikol. ulayat, vol. 3, no. 1, p. 1, 2017. [2] i. m. kabinani, s. rostianingsih, and l. p. dewi, “karir dan tes minat jabatan pada pusat karir universitas.” [3] y. jahja, psikologi perkembangan, pertama. jakarta: kharima putra utama, 2011. [4] c. s. hall and g. lindzey, psikologi kepribadian 1 teori-teori psikodinamik (klinis). yogyakarta: kanisius, 1993. [5] american psychological association (apa), “personality assessment.” [online]. available: https://www.apa.org/ed/graduate/speci alize/personality. [accessed: 26-jun2019]. [6] c. k. e. goni, h. opod, and l. david, “gambaran kepribadian berdasarkan tes disc mahasiswa fakultas kedokteran universitas sam ratulangi manado semester 1 tahun 2016,” vol. 4, 2016. [7] k. hernawati, “evaluasi dan penilaian interaktif berbasis web,” 2006. [8] d. avison and g. fitzgerald, information system development, 4th ed. singapore: mcgraw-hill education (uk), 2006. [9] i. w. santyasa, “analisis butir dan konsistensi internal tes,” pp. 1–12, 2005. [10] supratiknya, penilaian hasil belajar dengan teknik nontes, vol. 28, no. 12. 2006. [11] wiley, “research report for adaptive testing assessment,” john wiley sons, inc., 2018. designing web-based disc psychology personality analysis tests sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 90 issn 2442-7888 (online) doi 10.24167/sisforma [12] c. s. jones and n. t. hartley, “comparing correlations between four-quadrant and five-factor personality assessments,” am. j. bus. educ., vol. 6, no. 4, p. 459, 2016. [13] c. a. bhardwaj, m. mishra, and s. hemalatha, “an automated compatibility prediction engine using disc theory based classification and neural networks,” arxiv prepr. arxiv1709.00539, 2017. [14] i. publishing, “disc® classic and models of personality,” 1996. [15] f. putrawansyah, “aplikasi computer assisted test (cat) pada penerimaan mahasiswa baru sekolah tinggi teknologi pagar alam (sttp),” vol. 1, no. 1, pp. 1–8, 2017. [16] g. lippey and f. b. baker, computerassisted test construction. new jersey: educational technology, 1974. [17] i. santiko, a. prasetyo, and p. n. sukisno, “implementation of psychotest system application selection of kkl stmik participants in purwokerto amikom using disc ( dominance-influence-steadiness compliance ),” vol. 4, no. 1, 2019. [18] b. k. rasmus lerdorf, kevin tatroe, programming php, first edit. sebastopol: o’reilly media, inc., 2002. [19] l. atkinson, core php programming, second edi. new jersey, 2001. [20] m. g. limaye, software testing, first repr. new delhi: tata mc-graw hill, 2009. [21] k. petersen, c. wohlin, and d. baca, “the waterfall model in large-scale,” prod. softw. process improv. 10th int. conf. profes 2009, pp. 386–400, 2009. [22] s. balaji and m. sundararajan murugaiyan, “waterfall vs v-model vs agile: a comparative study on sdlc,” int. j. inf. technol. bus. manag., vol. 292, no. 1, pp. 26–30, 2012. the introduction of classic batik motif to the community through game sisforma vol.4 no.1 februari 2017 : 31-36 31 the introduction of classic batik motif to the community through game elisa purnamasari1 erdhi widyarto nugroho, st.,mt2 albertus dwiyoga widian, s. kom., m. kom3 yosephine.elisaa@gmail.com1 erdhi@unika.ac.id2 yoga@unika.ac.id3 information system program, faculty of computer science soegijapranata catholic university jl. pawiyatan luhur iv/1 bendan dhuwur semarang 50234 abstract -batik is a wealth of indonesian nation’s cultural heritage and has been registered in the representative of the masterpiece of the oral and intangible heritage of humanity by unesco in 2009 [1]. the appearance of a variety of batik would be a pleasure for batik lovers often used as clothing, furniture, or other equipment in everyday life. however, the lack of knowledge of meaning and philosophy in batik itself is often being used indiscriminately without knowing the intentions contained in the batik itself and being a mistake in its use [2], especially in classic batik that is still abundant with tradition and custom philosophy in it [3]. this report contains the introduction of classic batik motifs and philosophies that are packaged in interactive educational games. this game is made by entering the element of trivia quiz as an evaluation material and equipped with batik information that can be read repeatedly outside the gameplay so as to enrich and give better understanding of the information in the game. from the results of a survey of 50 respondents from the age range between 13 30 years old located in central java and outside central java, showed that this educational game about batik could make respondents become richer with knowledge about the meaning and philosophy of classical batik. in addition, respondents also desired to preserve batik as a nation's wealth. keywords: classic batik, educational game, android game i. introduction batik is a work of visual art made of textile material. indonesians wear batik as a regional identity, where every motive that exists contains a value of life in social life [4]. batik as an indonesian cultural heritage successfully championed in front of unesco and included in masterpiece of the oral and intangible heritage of humanity [1]. after the recognition, the existence of batik becomes one of the valuable assets of the country. in just four years, indonesia was able to increase export revenue of batik which was originally usd32 million in 2008 to usd278 million in 2012.in addition, based on the quarter i / 2013, the number of batik export in indonesia increased to 18.49% compared to the year 2011 with the same period [5].the development of batik seems to be balanced with the human creativity that is able to make batik with various materials so that batik is not only as a work of art but also used in various needs, mailto:yosephine.elisaa@gmail.com� mailto:erdhi@unika.ac.id� the introduction of classic batik motif to the community through game sisforma vol.4 no.1 februari 2017 : 31-36 32 and not only in terms of fashion but also as a complement to the interior [6]. however, batik lovers or users often do not understand about the information contained from the batik itself [7].nowadays, people tend to prefer modern batik because their motives are more expressive, more cheerful, and not rigid so they can be combined with anything to suit their tastes [7].lack of interest and knowledge about classical batik become one of the challenges in this modern era, so it takes a media that is able to pack the knowledge to become a fun thing. one medium that can be quite effective to collaborate is the game [8].the selection of game as one of the solutions reinforced by the statement that indonesia is the second place as a gaming market in southeast asia with an investment of 47% or equivalent to us $ 321 million. however, only 10% of local gaming industry players take the opportunity, while for local developers only contribute only 1.2% [9]. therefore, the creation of educational games for the community packaged in mobile devices is a practical step that can be selected as an interactive learning media and easy to carry anywhere. ii. literature review batik and classical batik batik is an image or painting made on top of calico using a tool called canting. batik is a development (a way of creating) art in central java [10]. based on the pattern or motive, batik is divided into two types, classical batik and modern batik or coastal batik [3]. classic batik is ancient batik that is still rich with tradition and contains various elements and custom philosophy in it [3]. classical batik can be grouped based on the ornaments in it. here are some classic batik types that are grouped by the ornaments in it [7]: a. motif parang • motive parang barong parang barong is a machete motif commonly used by kings or as an official dress in public places [7]. • parang curiga means keris, so the shape of this motif is the curves of the keris repeated [7]. • this motif describes the shape of a machete-shaped curved or a form of fishing rod to be called a parang pancing [7]. b. geometry motif geometric motifs have been found in objects that existed during antiquity, classified in geometric motifs as composed of geometric ornaments [7]. 1. kawung group • kawung beton, this motif is called beton because its shape is like beton (javanese language) which means jackfruit seed [7]. • kawung picis, this motif belongs to the small kawung type. picis is so called because its shape resembles the smallest penny currency [7]. 2. nitik group nitik motif is composed of dots and broken lines that if at first glance similar to woven fabric or woven motif. for solo and yogya area, this motif has black base color, while for pekalongan area has green or blue base color [11]. one example of nitik is nitik rengganis. nitik rengganis is adapted from the country of south india, and is often depicted in the fairy tale as dewi rengganis [7]. 3. banji group banji motif is a motif from china. this motif is derived from two words of "ban" which means ten and "dzi" which means many happiness or fortune, so that can be interpreted as happiness or fortune that abound. these motifs are usually interconnected with lines [7]. • banji, a banji motif that has not experienced much variation is an early ancient motif [7]. the introduction of classic batik motif to the community through game sisforma vol.4 no.1 februari 2017 : 31-36 33 • banji guling, this rectangularshaped motif that has ornaments in its [7]. c. non-geometry motif non-geometric motives are grouped into 4, water plants, creeping plants, flowers, and animals in nature [7]. motifs composed of plant ornaments are widely developed in the northern coastal areas of java, madura and bali [11]. 1. water plants motif, for example is ganggong lerep, term lerep means resting or sleeping [7]. 2. creeping plants motif, for example is kirno monda, kirno in this motif means the number 1.000.000 whereas monda means more than others [7]. 3. flowers motif, for example is truntum derived from the word collect (treasure). this motif is composed of flower ornaments of the headland and combines with other motives that are spread evenly. this motif is usually worn by the bride's parents at the wedding ceremony [7]. 4. animal motif, for example is kupang gandrung. gandrung means to be in love or in love, so this motif describes a butterfly in love [7]. educational game the educational game according to bahri in nugroho (2011) is any form of game that can create an atmosphere that is educational for the benefit of every learner [12]. android android is a combination of software on mobile devices that include operating systems, middleware, and major applications [13]. unity unity is a game engine used to develop games in various platforms. unity can be used to unify art, sound, animation, objects, and functions in creating a product. the programming language used in this engine mostly uses c#, besides unity can also handle and support the creation of assets from the file with blender, maya, adobe photoshop, and adobe illustrator [14]. mindset based on gender fredman and schustack (2008: 79) say that usually men have more accentuate spatial ability, while women have more emphasis on the verbal ability [15]. linn and petersen: 1985 (in kosa, q: 2008) state that spatial ability is a mental process for prescribing something, remembering, creating, transforming, storing, and analyzing wake-ups [16]. l.l thurstone, who classifies the intelligence into 7 primary abilities, argues that the ability of verbal (language) is the ability to capture ideas derived from language and language skills, verbal factors, and has the symbol "v" [12]. classical conditioning classical conditioning is the process by which a non-response stimulus is associated with a second stimulus, consequently the first stimulus will generate a response [17]. cognitive by age papalia, old, and feldman in his human development (2009) about the stages of cognitive development from a holistic point of view, say that at the age of 12-15 people have widespread memories, are able to use reasoning, and reach the stage of formal operations. and when humans turn 16 or 20 years old or into adulthood knowledge continues to grow and can use reasoning to solve problems [18]. iii. research methodology method of collecting data data collection methods used are as follows: 1. questionnaire the questionnaire was conducted by questioning 50 respondents in central java and outside central java, related to the existing research. questions were disseminated before and after research conducted online (google forms). 2. literature review the introduction of classic batik motif to the community through game sisforma vol.4 no.1 februari 2017 : 31-36 34 literature review was done by collecting data through books, journals, papers, or other media that had to do with this research. 3. observation observation was done by searching online and offline information from games that ever existed and tried out some games about batik in the play store. game development method in designing the game on this classic batik, we need a plan so that the application will run a structure. the game will be made as follows: picture 3.1 game’s flowchart game about the classic batik with the name finding batik will be packed in android platform by displaying classic batik information in the form of pop ups and menu information that can be read repeatedly. in addition, this game is also made in the genre of slide scrolling game and real-time strategy. iv. results and discussion after conducting a study with 50 respondents from central java and outside central java, where respondents were asked to fill out the pretest and post-test questionnaires, the following results were obtained: the result was 36 respondents said "yes" because they knew batik and hadworn batik, so as 14 respondents from outside central java. origin know about classic batik yes no total central java 11 25 36 outside central java 3 11 14 total 14 36 50 but from 50 respondents only 11 respondents from central java and 3 people from outside central java who knew the classic batik so that they answered "yes", while the rests were not. before the respondents were asked to play educational games finding batik only 18 respondents who could mention 1-3 classic batik names, while who did not know at all there were 29 respondents and who were able to mention more than 3 classic batik there were only 3 respondents. origin know about batik yes no total central java 36 0 36 outside central java 14 0 14 total 50 0 50 origin total classic batik don’t know batik 1 3 batik >3 batik total central java 20 13 3 36 outside central java 9 5 0 14 total 29 18 3 50 level 2 story game play quiz mission complete level 3 story game play quiz mission complete user story menu menu tutorial level 1 about story game play quiz mission complete the introduction of classic batik motif to the community through game sisforma vol.4 no.1 februari 2017 : 31-36 35 origin total classic batik don’t know batik 1 3 batik >3 batik total central java 0 30 6 36 outside central java 0 10 4 14 total 0 40 10 50 after the respondents played the game finding batik, the knowledge of the respondents increased. from the total of 30 respondents from central java and 10 respondents from outside central java couldname 1-3 batik motifs, while those whocould mention more than 3 classic batik were only 6 respondents from central java and 4 respondents from outside central java. before the respondents played the game, only 4 respondents from central java answered "yes" to state that they knew about the meaning and philosophy of classical batik. as many as 32 respondents from central java and 14 respondents from outside central java answered "no" because they did not kno w at all. b ut after the resp ondents played the game, the respondents’ knowledge increased. respondents, who answered "yes" as a statement that they knew and could name the classical batik,were 29 from central java and 11 from outside central java, while who said "no" only 10 respondents as a whole. for the value of respondents on their knowledge about batik, the first beginning in number 2 and 3 as many as 19 and 18respondents increased so that knowledge of respondents at most were in number 3 and 4 with the number of respondents:19 and 22 respondents. apparently, respondents felt the benefits of the game, as many as 9 people of the <20 years age group, 35 people from the age of 21 25 years, and 2 people from age> 25 years stated "yes" because they felt the benefits. origin know meaning & philosophy batik yes no total central java 4 32 36 outside central java 0 14 14 total 4 46 50 origin know meaning & philosophy batik yes no total central java 29 7 36 outside central java 11 3 14 total 40 10 50 origin batik knowledge value 1 2 3 4 5 total central java 4 14 14 1 3 36 outside central java 4 5 4 0 1 14 total 8 19 18 1 4 50 origin batik knowledge value 1 2 3 4 5 total central java 0 2 16 16 2 36 outside central java 0 2 3 6 3 14 total 0 4 19 22 5 50 age feel the benefit of the game yes no total < 20 y.o 9 0 9 21 25 y.o 35 4 39 > 25 y.o 2 0 2 total 46 4 50 the introduction of classic batik motif to the community through game sisforma vol.4 no.1 februari 2017 : 31-36 36 while those who did not feel and answer "no" only 4 people aged 21-25 years. v. conclusions 1. game finding batik can provide knowledge about the introduction of the meaning and philosophy of classical batik to people both coming from central java and outside central java. 2. the appearance of repetitive information can make a person more remember the information presented, especially with the evaluation such as trivia quiz in the game, as ivan p. pavlov puts forward in the theory of classical conditioning. 3. the results of the reviews of respondents indicated an increase in knowledge, it could be seen from the individual assessment of each respondents about the quality of knowledge gained before playing the game and after playing the game, where the origin of respondents who did not know about classical batik amounted to 29 people, then 40 respondents were able to mention at least 1 to 3 kinds of classic batik name. 4. in the making of this game, it still had shortcomings, including only available on android platform only, the type of batik that was displayed did not cover all types of classic batik, and loading games was sometimes still long. acknowledgment the authors gratefully acknowledge to excellence scholarship support from bureau of planning and international cooperation, ministry of education and culture of indonesia. references [1] m. h. kasiyan, “batik riwayatmu kini : beberapa catatan tegangan kontestasi,” pros. semin. nas., pp. 1– 21, 2010. [2] s. dan s. budi and r. endah, “reinterpretasi enam motif batik klasik surakarta sebagai sumber ide penciptaan desain batik motif baru dalam mendukung pengembangan industri kreatif,” 2014. [3] batik nusantara, “jenis batik,” indonesia.gunadarma.ac.id, 2016. [online]. available: http://indonesia.gunadarma.ac.id/batik/i ndex.php?option=com_content&view= article&id=206&itemid=29. [accessed: 22-aug-2016]. [4] c. tresnadi and s. agus, “identification of values of ornaments in indonesian batik in visual content of nitiki game,” j. arts humanit., vol. 04, no. 08, pp. 25–39, 2015. [5] k. sindo, “dunia semakin mencintai batik,” kementrian perindustrian republik indonesia, 2016. [online]. available: http://www.kemenperin.go.id/artikel/68 27 /dunia-makin-mencintai-batik. [accessed: 18-aug-2016]. [6] b. anas, “batik dalam tantangan modernitas,” pararupa, no. 02, pp. 20– 27, 2008. [7] a. kusrianto, batik : filosofi, motif, dan kegunaan, 1st ed. yogyakarta: andi, 2013. [8] c. supriadi, “industri game , pasar lama peluang baru,” http://www.marketing.co.id/, jakarta, pp. 1–2, feb-2016. [9] f. riana, “berpotensi besar , industri game lokal akan dikembangkan pemerintah,” 2016. [online]. available: https://m.tempo.co/read/news/2016/01/ 24/090738831/berpotensi-besarindustri-game-lokal-akandikembangkan-pemerintah. [accessed: 25-aug-2016]. [10] d. hamzuri, batik klasik, 4th ed. djambatan, 1981. [11] g. yosef, “filsafat sebagai dasar kajian dalam penerapan motif seni batik klasik,” j. ilm. prabangkara, vol. 14, no. 1412–0380, pp. 73–81, 2011. [12] f. y. al irsyadi and y. s. nugroho, the introduction of classic batik motif to the community through game sisforma vol.4 no.1 februari 2017 : 31-36 37 “game edukasi pengenalan anggota tubuh dan pengenalan angka untuk anak berkebutuhan khusus (abk) tunagrahita berbasis kinect,” pros. snatif, vol. 2, pp. 1–8, 2015. [13] a. k. saha, what is android, no. january. http://developer. android. com/guide/basics/what-is-android. html, 2011. [14] s. dhuri, p. zha, p. nehete, s. khot, and p. m. devmane, “game development for android device using unity 3d,” vol. 4, no. 5, pp. 3–6, 2015. [15] e. fuadi, “perbedaan gender dalam mengambil keputusan menjadi wirausaha pada usaha kecil menengah (ukm) di kota pekanbaru,” universitas islam negeri sultan syarif kasim riau, 2014. [16] m. p. toto subroto, s.si, “kemampuan spasial (spatial ability),” pros. semin. nas. pendidik. mat., no. april, 2012. [17] r. a. powell and p. l. honey, introduction to learning and behavior, 3rd ed. michele sord. [18] s. rahmatillah, p. meilinda, s. saukiyah, v. okta, anggun, and c. dwi, “perkembangan kognitif anak sejak lahir hingga dewasa,” jember, 2014. sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 22 27 22 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma evaluation of e-learning activity effectiveness in higher education through sentiment analysis by using naïve bayes classifier eka angga laksana widyatama university eka.angga@widyatama.ac.id ase suryana widyatama university ase.suryana@widyatama.ac.id ai rosita widyatama university ai.rosita@widyatama.ac.id heri heryono widyatama university heri.heryono@widyatama.ac.id abstract – sentiment analysis being a part of text mining research domain has been recognized due to their 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 particularly topic. based on this idea, this research took e-learning’s users opinion as object 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 elearning member included both student and lecturer as participants. the participants gave review about learning outcome after their participation in elearning activity. their opinion was needed to describe current situation about e-learning activity. therefore, the conclusion could be used to make improvement and describe few achievements about the e-learning system. the data sets trained by naïve bayes classifier was grouped into negative or positive in its user respond. 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. keywords: classifier, evaluation, elearning, sentiment, naïve bayes i. introduction the rapid growth of the internet based technology leads to revolution in education area. the traditional face to face learning changed by web based learning and relieve distance during learning process [1]. web based learning which known as e-learning system has numerous approach in different educational level. now days a lot of educational institution offering e-learning as part of learning activity especially in higher education [2][1]. e-learning system defined as the improvement of teaching quality through multimedia and internet technologies. e-learning not only provide teaching material and educational service but evaluation of e-learning activity effectiveness in higher education through sentiment analysis by using naïve bayes classifier sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 22 27 23 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma also evaluation scheme, exchange information and collaborative learning between student and lecturers [3][4]. the main purposes behind education institutions use the e-learning technology is to improve learning outcomes. they believe that more participation, self-regulated and interactive communication are considered as key factor to improve learning outcomes [2][5]. recently, e-learning platforms also introduced in public administrations and corporations to make learning quality better than traditional teaching [6][7]. e-learning effectiveness contain detailed information based on evaluation result of elearning system. it can lead to reflection and revision of the learning approach adopted in educational institutions [8][9]. usually educational institutions do the assessment into their e-learning system to know the effectiveness which useful to know learning outcomes that has been achieved and possibly compared current or previous method and approach. e-learning effectiveness sometimes difficult to measure empirically without controlling all involved variable which still difficult to do in real environment. this paper purposes to perform the analysis of the e-learning system effectiveness based on personal feedback retrieved from both student and teacher. we believe that “what other people think” has become important piece of information for the people during decision making process [10]. therefore, the personal impression retrieved from student and teacher could be a good indicator about e-learning effectiveness and useful for top level management to create decision. sentiment or opinions are key of our activity because human behavior influenced based on it. human decision sometimes influenced by the other opinion. in the real world, organization and business always try to improve their product and service by finding out about customer’s opinion. it is commonly happened because customer always want to know about another opinion of a product before purchasing it. this paper conducted based on this idea, whether the e-learning participant opinion would lead to proper advice for decision making process. the remainder of this paper is organized as follows: review of literature on e-learning evaluation and previous research in sentiment analysis; discusses the research method of this study included data preparation and experimental setup; discusses the experiment result and analysis; finally summarize the result and suggest the possibility for the next research. ii. review of literature research in e-learning becomes interesting as more and more higher education in the world wide has been used e-learning system for their course delivery and tried to comprehend how effective and usable related to interaction between human and computer [11][12][13]. positive user experience could indicates the acceptance, satisfactions and efficiency of academic institutions [14]. the system itself is not adequate to sustain new educational approach like e-learning, therefore higher education must understand and learn whether users have got positive or negative experience during their study [15][5]. e-learning system meet the requirements when users satisfy and feel positively [16][17][18]. about moodle moodle originally design by martin dougmias, was released on 20 august 2002. moodle is known as robust open source elearning platform was developed by collaboration effort of international community. until now, moodle e-learning platform still continually improved to give teacher, administrator and student with a stable, secure and increased learning experience. currently, widyatama university adapt “blended learning” as e-learning method approach. blended learning is learning approach that uses both face-to-face evaluation of e-learning activity effectiveness in higher education through sentiment analysis by using naïve bayes classifier sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 22 27 24 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma and e-learning [19]. classroom based teaching enable the student to consolidate their skill and knowledge. it usually held on first and near exam meeting, while the online learning has been held at the rest schedule. online learning by moodle allows the student to gain the resource and doing activity to make sure that they can revise their works, discuss in forum and involve in quiz. iii. methods the data was collected from e-learning system at widyatama university. we create questionnaire form opened 5 january 2017 and closed on 4 february 2017. the questions were asked to the e-learning participant from both teacher and student through questionnaire form. the whole of participants was recently use moodle elearning platform as learning activity in widyatama university. they are registered e-learning member on running semester which have been enrolled in moodle class during running semester. the participants must fill their opinion about e-learning system that they have experienced before. the e-learning user’s response corpus has 272 positive and 168 negative sentences. this research has used 4/5 of them as training set, and the rest as test set. this constructs dataset containing 351 training instances and 89 test instances. the naïve bayes classifier training method has created a token list in the form of [(feats, label)], where feats is feature dictionary and label the classification label. feats contains {word:true} and label will be ‘positive’ or ‘negative’. this study, we assume the corpus as direct opinions. they are easier to handle, otherwise indirect opinions often needs more time to deal with [20]. for evaluation methods, this study uses nltk.classify.util.accuracy, nltk.precision, nltk.recall and nltk.f_measure library [21]. this research uses nltk (natural language toolkit), a python based programs which known as platform to work with human language data [21]. naïve bayes has been used as base classifier algorithm to train corpus. the experiment which has been conducted in this research follows several steps as described below: collect the data through questioner. the questioner form form has been distributed to e-learning participant for both student and teacher in certain periods of time. data preprocessing. retrieving the participant’s feedback. create separation manually toward dataset into positive and negative corpus. feature extraction. deciding the relevant feature for classifier by selecting specific words. training and testing dataset. doing cutoff for both positive and negative corpus as much as 80% for training set and 20% for testing. classify using naïve bayes classifier. implementing machine learning algorithm to learn word pattern that represent sentiment. performance evaluation. performing the evaluation scheme include accuracy, precision, recall, and f-measure metric. conclude the sentiment result. extracting the most important feature based on classification result. this is useful for higher education to create decision for future improvement on e-learning system. naïve bayes classifier above figure illustrate training corpus which most classified into negative so the classifier starts closer to the” negative” label. in this example, the input document contains the word “time” which strong indicator for “positive” label. after each feature has made its contribution, the naïve bayes checks evaluation of e-learning activity effectiveness in higher education through sentiment analysis by using naïve bayes classifier sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 22 27 25 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma which it is indicated to, and defining that label to the input. for example, the word “time” occur in 80% of the positive document, 20% in negative document. calculated likehood score, by multiplied by 0.8 for the positive label and 0.2 for negative label. the whole effects, will be to decrease the score of the negative more than positive label. naïve bayes algorithm creates classification by finding the probability for a label. first, it uses the bayes rule define q (label|features) in term of q (label) and q(features|label) and n(feature|label) (1) naïve bayes algorithm then makes the ‘naïve’ assumption which whole features are independent as formulated below: (2) then for each label, the algorithm calculates the numerator and normalized them by sum to one as represented in the following formula: (3) accuracy has been commonly used to evaluate a classifier. it shows the percentage of test set which is correctly labeled. in this study uses nltk.classify.accuracy(steven et al., 2009) to calculate the accuracy classified sentiment on a given test set. since sometimes the number of relevant document lower that irrelevant document, the accuracy scores for irrelevant labeled document would be near to 100%. therefore, there are four terms to represent different set of measures. relevant items correctly identified as relevant defined as “true positives” (tp). irrelevant items which correctly identified as negative defined as “true negative” (tn). “false positive” (fp) defined as irrelevant items that are incorrectly identified as relevant, and finally “false negative” (fn) as relevant items which is incorrectly identified as irrelevant. precision and recall is another performance evaluation which tried to overcome shortcomings of accuracy. because sometimes accuracy can be misleading in “search task” while attempting to find data which relevant to an appropriate task. precision indicates the number of relevant items which identified were relevant, with the formula is tp/(tp+fp). recall shows the number of relevant items which successfully identified by the formula tp/(tp+fn). fmeasure (f-score) combined by precision and recall, also defined as harmonic mean of precision and recall by the formula (2 x precision x recall) / (precision + recall). iv. results and discussions accuracy after the evaluation process, the algorithm shows accuracy on 87.5%. it means 87.5% was correctly labelled on the test set. precision, recall and f-measure as shown on table 1, 93% recall means every user’s responses that has identified positive correctly. very few false negatives in the positives class. correct positive classification identified with 87% positive precision and the rest 13% identified as false positive for positive label. negative precision as 87.9% indicates very few false positive for the negative class. relatively high recall causes about 23% false negative for negative label. f-measure shows weighted harmonic means between precision and recall. informative features table 1. precision and recall score pos precision: pos recall: pos f-measure: neg precision: neg recall: neg f-measure: 0.872852233677 0.933823529412 0.902309058615 0.879194630872 0.779761904762 0.826498422713 table 1 shows the most informative feature which affect the sentiment degree. the table only shows ten informative features sorted by their ratio in feature label. the table also evaluation of e-learning activity effectiveness in higher education through sentiment analysis by using naïve bayes classifier sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 22 27 26 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma shows that the training set which contain the word “kuis” reaches 13.5 labeled as negative more often than positively labeled. another feature is the word “forum” also labeled as negative more than positive as much as 10.7 times higher. table also shows the result that needed by top level management to create decision making. the words that appear in most informative feature can be analyzed to find the major drawback on current e-learning system. in addition, selecting relevant feature and deciding how to handle with it for learning process leads into learning model ability to create a good model. in this study, we use a fairly simple and obvious set of features which is carefully constructed during data preparation. typically, feature extraction involves trial-and-error process guided by intuition about what information is correct related to the problem. v. conclusion and suggestions this research performed classification on elearning participant’s opinions. the opinion datasets have been labeled into positive and negative which divided into training and testing set. naïve bayes algorithm has been used as learning method and shows the accuracy by 87.5%. another evaluation also performed with precision, recall and fmeasure to represent relevant and irrelevant document and they show a good result. it means the model has been successfully used to classify opinion and extract the most important features to be used by top level management to create decision making. the critical point that represent drawback and effectiveness has been shown on table 2. more analyzed by using simple statistic can be used by utilizing each word contained in the most informative feature as the main keyword to create improvement and learning outcome achieved by student. another improvement could be made to achieve better result since this study focus on direct opinion. as suggestion for the research, the different type of opinion method can be used to improve machine learning ability. reference [1]. guri-rosenblit, s. 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(2015). computers in human behavior a model for assessing the impact of elearning systems on employees ’ satisfaction, 53, 2011–2013. [14]. hubackova, s. (2014). effectiveness and evaluation of on-line courses. procedia social and behavioral sciences, 143, 139–142. https://doi.org/10.1016/j.sbspro.2014.0 7.375. [15]. laurillard, d., wasson, b., m., & hoppe, u. (2009). implementing technologyenhanced learning. in technology-enhanced learning. [16]. capece, g., & campisi, d. (2013). user satisfaction affecting the acceptance of an elearning platform as a mean for the development of the human capital, (april), 37–41. https://doi.org/10.1016/j.bushor.2012.09 .011. [17]. lee, s. m., kim, y. r., & lee, j. 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(2009). natural language processing with python. microsoft word 2 1295_aprilia the game making framework for collaborative learning the game making framework for collaborative learning sisforma vol.4 no.2 november 2017 : 6‐14 6 the game making framework for collaborative learning aprilia ratna christanti1, ridwan sanjaya2, erdhi widyarto3 information systems department, faculty of computer science soegijapranata catholic university, semarang, indonesia 13070029@student.unika.ac.id1, ridwan@unika.ac.id2, erdhi@unika.ac.id3 abstract – collaborative learning is a study group process that each member contributes their idea, information, experience, skill, and ability they have so it can be used on learning activity and improve members’ knowledge[1]. digital game can become one of collaborative learning media that is not just for entertainment but also can be used as a unique and effective interactive learning media[2]. in conventional game making for collaborative learning, the research proves that it can improve excitement and contribution in learning activities[3]. but in game making, there are many technical issues for non-computer science students[3]. based on many issues, designing framework is chosen to become a solution to help people in developing game as collaborative learning media by themselves. because framework is a basic form of system [4], consist of various command, function, and benefit for developer in application development [5][6], so game making for collaborative learning is conducted again with support from framework designed by researcher. in order to know the effect from framework support in game making as collaborative learning media, this study is based on two subjects of non-computer science students and computer science students. keywords – framework, game making, collaborative learning, computer science students, non-computer science students i. introduction there are many implementations of collaborative learning model in education whether in the nationwide or international, in order to improve human resource quality. human resource that has quality supports the growth of technology and social economy of a nation[7]. it refers to unesco mission in global education monitoring that education changes life and as the heart in building peace, lowering poverty, and having sustainable development[8]. collaborative learning becomes a new method in education to improve both soft and hard skill in same time, because it’s done in group which is every member contributes to solve a problem[9]. digital game is one kind of digital media that can be developed for collaborative learning[3]. because digital game can be used just not for entertainment, but it can be used as a unique, interactive, and effective learning media[10]. in a research called “developing educational game for collaborative learning”, it already examines the effective of collaborative learning method via making game in group[3]. making game together proves to increase student excitement and contribution in learning activity[3]. in game making process for collaborative learning, there are some technical issues for common people[3]. the issues are including installation process, using game engine application, sharing the project the game making framework for collaborative learning sisforma vol.4 no.2 november 2017 : 6‐14 7 manually using flash disk, and performing inefficient task assignment by using only one pc each group. therefore, the framework design that the researchers developed is chosen as a solution to help common people in making game as collaborative learning media by them. because framework is known for have various advantages for developer to ease an application development[5]. the framework making process is already published in journal titled “game making framework development for collaborative learning”, and framework that already developed named “rpg maker game making kit” (abridged as rpgmgmk)[11]. this paper will discuss whether any comparisons of framework usage based on user between computer science students with noncomputer science students. ii. theoretical foundation 2.1 collaborative learning method learning method is a systematical plan to achieve the goal of learning itself with the appropriate step referring to series of related and progressive acts done by teacher and students[12]. there are some learning methods that effectively improve students’ engagement that is cooperative learning, collaborative learning, problem-based learning, inquirybased learning, peer-learning and team learning. collaborative learning is one method of active learning registered in gaise (the guidelines for assessment and instruction in statistics education) of the asa (american statistical association) in 2010 (recommendation number 4) which states that[9]: “using active learning methods in class is a valuable way to promote collaborative learning, allowing students to learn from each other. active learning allows students to discover, construct, and understand important statistical ideas and to model statistical thinking. activities have an added benefit in that they often engage students in learning and make the learning process fun. other benefits of active learning methods are the practice students get communicating in the statistical language and learning to work in teams. activities offer the teacher an informal method of assessing student learning and provide feedback to the instructor on how well students are learning. it is important that teachers not underestimate the ability of activities to teach the material or overestimate the value of lectures, which is why suggestions are provided for incorporating activities, even in large lecture classes.” (p. 18). collaborative learning is one of learning methods that can make every member in group to actively engage and contribute in class[13]. collaborative learning needs teamwork within learning process toward the goal of the group. this involves students to teach each other, students teach teacher, and vice versa. it’s more important that students have responsibility, actively contribute, and help each other in learning process, so they can achieve their goals in understanding the learning material[14]. according to smith & macgregor (1992) collaborative learning helps student to study more effectively because it covers the aim of education agenda which related each other that is[13]: a. involvement (involvement in learning, involvement with other students, and involvement with environment). b. cooperation and teamwork (in a collaborative attempt, students will face differentiation, and must argue in group. this develops capacity to tolerate or resolve differentiation to respect all opinion within group). c. civic responsibility (with dialog, discussion, and consensus form many the game making framework for collaborative learning sisforma vol.4 no.2 november 2017 : 6‐14 8 strong opinions inside collaborative learning structure and within society) 2.2 digital game for learning media digital game is one of multimedia that can be used not just for entertainment only, but also as an interactive, unique, and effective learning media[2]. according to salem in game article within journal titled “will gaming save education, or just waste time?” published by the said that “game is rich with data” means that game is full of information for player how to do, where to go, how they can play better. that data can be used by both teacher and students to open scoring, so students really have many data by playing it[15]. 2.3 framework framework is basic concept of an object oriented application development[16]. it consists of command and function in order to ease developer in application development[6]. framework usage itself has become common, multiple platform framework development has become a sign that framework evolves and one of local frameworks made by indonesia is panada framework [17]. these are the four benefits using framework[5]: o modularity: help stabilize program when implemented. o reusability: reuse component or old command in application to new application so there is no need to make it new all over again. o extensibility: easy to add new feature to existing application. o inversion of control: stabilize application with calling fast and correct function in application. iii. methods this research was conducted by handing out questionnaires of closed and open questions directly to 20 students of game technology, computer science faculty and 10 students of english literature, language and faculty in soegijapranata catholic university. 30 students participated as respondents and participants in workshop to create a game using rpg maker mv for collaborative learning with framework ‘rpg maker game making kit’. sample in this research includes 2 subjects consist of students from computer science and non-computer science faculty to find any comparisons from usage of ‘rpgmgmk’ framework as supporting tools when making game in group. in this workshop, there is a template that already prepared to ease the game making. questionnaires were distributed in 3 parts: first part about the respondents, second part 14 closed questions, and third part 4 open questions. these questionnaires were designed to get both respondents’ opinion about effect from rpgmgmk framework usage that already developed to help making game as a collaborative learning media. iv. survey results after the questionnaires were submitted and processed, the result in open question that was: 1. 15% (3 from 20 of computer science students) and 30% (3 from 10 of noncomouter science students) said they were very hapy. 65% (13 from 20 of computer science students) and 70% (7 from 10 of non-computer science students) said they were very happy making game togheter. the game making framework for collaborative learning sisforma vol.4 no.2 november 2017 : 6‐14 9 fig. 3.1 percentage of happiness making game together 2. 20% (4 from 20 of computer science students) and 40% (4 from 10 of noncomputer students) said they strongly agreed. plus 65% (13 from 20 of computer science students) and 50% (5 from 10 of non-computer science students) agreed if using game for learning together. fig. 3.2 percentage of how much respondents are agree using game for learning together 3. 25% (5 from 20 of computer science students) and 9% (1 from 10 of noncomputer science students) said it was very helpful. plus 45% (9 from 20 of computer science students) and 82% (9 from 10 of non-computer science students) said it was helpful using framework developed by researchers to make game together. fig. 3.3 percentage of framework utilization that developed by researcher to help game making. 4. 10 % (2 from 20 of computer science students) and 20 % (2 from 10 of noncomputer science students) were very excited. and 45% (9 from 20 of computer science students) and 80% (8 from 10 of non-computer science students) were very excited when using game for study together with framework support. fig. 3.4 percentage of study excitement with making game together learning method 5. 10% (2 from 20 of computer science students) said it was very easy, plus 60% (12 from 20 of computer science students) the game making framework for collaborative learning sisforma vol.4 no.2 november 2017 : 6‐14 10 and 50% (5 from 10 of non-computer science students) said it was easy. fig. 3.5 difficulty of features utilization inside framework 6. 5% (1 from 20 of computer science students) said that the features inside framework application prepared for making game were very satisfied and 35% (7 from 20 respondents) said were statisfied. therefore 80% (8 from 10 of of noncomputer science students) was satisfied. fig. 3.6 percentages of available features fulfillment in game making 7. 15% (3 from 20 of computer science students) and 10% (1 from 10 of noncomputer science students) said it was very helpful. and 65% (13 from 20 of computer science students) and 60% (6 from 10 of non-computer science students said automatic installation that was available for making game together helpful. fig. 3.7 percentages of automated installation features usage in game making 8. 28% (6 from 20 of computer science students) and 10% (1 from 10 of noncomputer science students) said it was very easy. plus 62% (13 from 20 of computer science students) and 90% (9 from 10 of non-computer science students) said that add member feature that was available in framework was easy. the game making framework for collaborative learning sisforma vol.4 no.2 november 2017 : 6‐14 11 fig. 3.8 percentage of add member feature difficulty inside framework 9. 15% (3 from 20 of computer science students) and 10% (1 from 10 of noncomputer science students) said it was very helpful. and 65% (13 from 20 of computer science students) and 70% (7 from 10 of non-computer science students) said that editing features like upload, download, delete, and synchronize for making game together was helpful. fig. 3.9 percentage of file management difficulty (upload, download, delete, and synchronize) 10. 10% (2 from 20 of computer science students) and 10% (1 from 10 of noncomputer science said game templates that were already provided in game development were very helpful. and 65% (13 from 20 of computer science students) and 80% (8 from 10 of non-computer science students) were helpful. fig. 3.10 percentage of how helpful is the prepared template for making game together 11. 5% (1 from 20 of computer science students) and 10% (1 from 10 of noncomputer science students) were very interested. plus 55% (11 from 20 of computer science students) and 70% (7 from 10 of non-computer science students) were interested to making game together with framework support. the game making framework for collaborative learning sisforma vol.4 no.2 november 2017 : 6‐14 12 fig. 3.11 percentage of students’ interest in making other game with framework support 12. 15% (3 from 20 of computer science students) and 30% (3 from 10 of noncomputer students) were very interested. 55% (11 from 20 of computer science students) and 60% (6 from 10 of noncomputer science students) were interested if rpg game they made can be played on tablet or smartphone. fig. 3.12 percentage of interest in game they make can be played on gadget 13. 15% (3 from 20 of computer science students) said often using dropbox, otherwise 60% (12 from 20 of computer science students) rarely using dropbox. 10% (1 from 10 of non-computer students) were very often using dropbox and 40% (4 from 10 of non-computer students) were often using dropbox. fig. 3.13 percentage of dropbox usage 14. 30% (6 from 20 of computer science students) said cloud storage usage as game project file was very easy and 45% (9 from 20 of computer science students) said was easy. the same opinion was said by 70% (7 from 10 of non-computer user). the game making framework for collaborative learning sisforma vol.4 no.2 november 2017 : 6‐14 13 fig. 3.14 percentage of difficulty using cloud storage as main storage next, the answer of open questions from both subjects, the first question is about the weakness from rpgmgmk framework. the framework needed to be more developed, so the installation progress would be faster, then stable internet was needed for fast data sync, overwrite data that could not be changed to previous version. second, framework features that eased the game development was an open template game that was provided after installing the framework, easy file sharing management (upload, download, delete and file sync), rpg and dropbox desktop automatic install. in the third question, all respondent said they never saw framework application “rpgmgmk” for game making on other places. they also gave suggestion to add chat feature. v. conclusion based on the gathered data, it indicated if both subject 45% of computer science students and 82 % non-computer science students said it was very helpful using ‘rpg maker game makin kit” as a supporting tool to game making for collaborative learning. this indication strengthened the answer from both subjects; they mostly showed same respond in easy to use, features provided, and the installation of framework itself. accordingly, from the data, it showed that for computer science students especially game tech department that usually making game felt lots of easiness with rpgmgmk framework. especially for non-computer science students of english literature department for first time making game in group said the framework were very helpful, because they did not need to know technical aspect like installation and automated file sharing by framework. available features in framework that ease the game development are file-sharing management, automatic rpg and dropbox desktop installation. acknowledgment i am very much obliged and very proud for the excellent scholarship from bureau for planning and international cooperation, the indonesian ministry of education and culture of indonesia who believe that i deserve this scholarship. this scholarship is a great help for me to finish my study in due time. references [1] sudarman, “penerapan metode collaborative learning untuk meningkatkan pemahaman materi mata kuliah metodologi penelitian,” j. soc. sci., vol. 3, no. 1, pp. 94–100, 2003. [2] m. papastergiou, “online computer games as collaborative learning environments: prospects and challenges for tertiary education,” j. educ. technol. syst., vol. 37, no. 1, pp. 19–38, 2008. [3] a. r. christanti, r. sanjaya, and c. t. murniati, “developing educational game for collaborative learning,” int. semin. appl. technol. inf. commun. indones., pp. 1–6, 2016. [4] dictionary.cambridge.org, “cambrigde dictionary.” [online]. available: http://dictionary.cambridge.org/dictionary/englis h/framework. [accessed: 26-aug-2016]. [5] t. lewis et al., “object oriented application frameworks,” manning publ. co., pp. 1–8, 1995. [6] p. terbaru and k. terbaru, “apa itu framework ?,” 2016. [online]. available: http://www.devaradise.com/id/2013/12/mengena l-pengertian-framework-website.html. [accessed: 26-aug-2016]. [7] i. astuti, “tinjauan tentang peran unit pelaksana teknis (upt) pendidikan dalam meningkatkan pelayanan pendidikan di kecamatan muara bengkal kabupaten kutai timur,” ejournal ilmu pemerintah., vol. 3, no. 2, 2015. [8] unesco, education for people and planet : creating sustainable futures for all, second edi. paris: the united nations educational, scientific and cultural organization, 2016. [9] s. a. kalaian and r. m. kasim, “a metaanalytic review of studies of the effectiveness of smallgroup learning methods on statistics achievement,” j. stat. educ., vol. 22, no. 1, pp. 1–20, 2014. the game making framework for collaborative learning sisforma vol.4 no.2 november 2017 : 6‐14 14 [10] m. papastergiou, “online computer games as collaborative learning environments: prospects and challenges for tertiary education,” j. educ. technol. syst., vol. 37, no. 1, pp. 19–38, 2008. [11] a. r. christanti, c. t. murniati, and r. sanjaya, “game making framework development for collaborative learning,” thirteen. int. conf. elearning knowledge-based soc. thail., 2016. [12] j. r. abanador, g. c. d. buesa, g. m. l, and j. mañibo, “teaching methods and learning preferences in the engineering department of an asian university,” int. j. acad. res. progress. educ. dev., vol. 3, no. 1, pp. 1–15, 2014. [13] b. l. smith and j. macgregor, “what is collaborative learning?,” collab. learn. a sourceb. high. educ., pp. 1–11, 1992. [14] m. dooly, “constructing knowledge together,” telecollaborative lang. learn. a guideb. to moderating intercult. collab. online, pp. 21– 45, 2008. [15] d. schaffhauser, “will gaming save education , or just waste time ?,” the journal, pp. 1–5, 2013. [16] d. riehle and t. gross, “role model based framework design and integration,” acm sigplan not., vol. 33, no. 10, pp. 117–133, 1998. [17] b. a. santoso, “wawancara dengan iskandar soesman, pria dibalik framework yang membangun situs kompasiana,” www.codepolitan.com. [online]. available: https://www.codepolitan.com/wawancaradengan-iskandar-soesman-pria-dibalikframework-yang-membangun-situs-kompasiana. [accessed: 26-aug-2016]. university-level of elearning in asean designing horticulture education game sisforma: journal of information systems (e-journal)vol. 6 | no.1 |th. 2019 page 34 issn 2442-7888 (online) doi 10.24167/sisforma designing horticulture education game khoirul fikri shona1, albertus dwiyoga widiantoro2, bernardinus harnadi3 catholic university soegijapranata jl. pawiyatan luhur iv 1, bendan dhuwur, tinjomoyo, banyumanik, city of semarang, central java 50 235 khoirulfikri48@gmail.com1, yoga@unika.ac.id2, bharnadi@unika.ac.id3 abstractlearning about fruit crops can be done by utilizing the gaming media. the purpose of this research is to design a game with a concept of horticulture including planting, caring for, and maintaining fruit trees. this game is packaged in an attractive appearance and resembleing the state of the garden. the game was tested by 43 hortimart visitors the result shows that the game is easy and fun to play so that users will continue to use it but it isn’t influence by age, gender, and usefulness of the game. keywordshorticulture game, easy to use, fun, usefulness. i. introduction agriculture in the broad sense (agriculture) is defined as land management activities. this management is intended for the benefit of plant and animal life, while the soil is used as a container or place the management activities, which are all for human survival [1]. one indonesian agricultural commodities is growing rapidly horticulture (fruit trees). fruit plants are a group of horticultural plant species other than the vegetable plant, medicinal plant materials and plantations of the whole or part of the fruit can be consumed in a fresh state and after being processed [2]. horticultural commodities classified as a commercial commodity with high economic value (high value commodity), so it must be produced efficiently in order to compete in the market and from aspects of production, the potential for development of horticultural commodities can be improved in terms of aspects of land availability and opportunities for technology adoption [3]. based on data from the sph 2014, the total production of fruit crops in indonesia amounted to 19,805,997 tons, an increase of 8.30 percent compared to the year 2013, which amounted to 18,288,279 tons [4], from these data indicate that the development of the agricultural sector, especially in commodity horticulture (fruit trees) and also increased public interest in the fruit crop increased. however, knowledge about the solution of problems in horticulture is still very little a lot of people do not understand. while agricultural education has a rich heritage to develop the student's personal skills and provide job skills needed in agriculture [5]. learning and agriculture can be integrated into the classroom. the teachers believe that agriculture provides closeness, connectedness, and the authenticity of the content area to teach them to their students [6]. just as experienced by hortimart agro center, the high consumer interest in horticulture (fruit trees) but still little knowledge of consumers on fruit crops. though hortimart sell seeds seeds of quality but because of the lack of consumer knowledge about planting, care and maintenance of the plants make seeds the seeds can not grow well and dies. according to the manager of the division agrosupply in hortimart center problem agro-issue for fruit trees is often the case in hortimart agro center among other things: plant diseases, selection of fertilizers, watering, how to breed, farming techniques. further education and training is a very important factor for the agricultural sector. rapid technological advances have led to the implementation of internet applications in learning. technological advances and growing current information [7]. one of the effects of mailto:yoga@unika.ac.id designing horticulture education game sisforma: journal of information systems (e-journal)vol. 6 | no.1 |th. 2019 page 35 issn 2442-7888 (online) doi 10.24167/sisforma the technological advances that game, the game is a result of the multimedia processing that is used to facilitate the learning process effective and fun as well as in the form of a tool [8]. game has some genre one of them is an arcade and simulation, arcade games is a game whose only purpose is to chase points and pass through the existing level. traits traits of arcade games that have a short game level but will increase the level of kesulitanya along with a growing level [9]. while the simulation game is a game to reflect that there are situations in real life however, the situation was almost part or taken out of context [10]. digital games can not only play the function of entertainment, but it can assist students in learning more active and deeper and wider. educational game dimanfaakan increase student motivation and learning achievement [11]. educational game content that can be defined as a video game or interactive application whose primary purpose is not only for entertainment but also training in various fields such as health, marketing, education [12]. educational games and also interpreted as a medium for learning media and increase knowledge in a unique and interesting concept. educational game is very necessary to play of colors and images because it will attract the attention of children. not only on the level of difficulty of the game which necessitated [13]. for it in the game need to increase knowledge of the fruit crop. ii. research methodology a. data source in this study using two types of data sources, namely primary and secondary data sources: 1. primary data source is the source of data in the form of oral, words words, and actions are obtained directly from the source [14]. in this study the sources of the data from interviews with directors and employees hortimart. 2. secondary data sources are is the source of the data obtained from sources that are not directly [15]. secondary data sources were used that document data in the form of journals, books, research reports that support the research. b. research methods the research method be decisive for determining the data collection techniques and measures research. the research method is the procedure and steps in conducting research. the study was preceded by interviews to directors and employees hortimart agro center to obtain the data required for the design of the game. after the game is finished designed dr.plant need to do due diligence by testing cobakan to the visitors as well as distributing questionnaires to them. questionnaire results were statistically tested to obtain the results of the feasibility dr.plant game. c. development of the game game development dr.plant starts with a needs analysis in getting the interview and observation in hortimart. then proceed with the design concept of the game from the results of a needs analysis. the next process is the process of game design using the program adobe illustrator cs 6. once the design is complete then proceed with the making of the game with a progam construct 2. next, continue the process of testing if found a bug / error then the game will be improved and will perform testing process again. game development method can be seen at figure 1. figure 1. game development method d. game testing designing horticulture education game sisforma: journal of information systems (e-journal)vol. 6 | no.1 |th. 2019 page 36 issn 2442-7888 (online) doi 10.24167/sisforma testing dr.plant game begins by designing a post-test questionnaire to test the game to the respondent, then distributing questionnaires to the respondents by testing dr.plant game. after the results of the questionnaire obtained then the data is processed by microsoft excel program for mengelompakan berdsarkan variables. the processed data then tested using ibm spss statistics 22 program, with 3 tests namely validity, reliability, and correlation to test the feasibility of a game. method of testing game can be seen at figure 2. figure 2. method of testing game iii. results and discussion a. design of game after observing the data from surveys and interviews in hortimart agro center then designed based mobile game android 2 dimensions dr.plant game. dr.plant game arranged with gameplay and gameplay design flowchart form to facilitate the process of making games. this game has two genres namely arcade which uses the concept highscore or collect the highest points without restriction and simulation with the concept of completing a challenge with limited time, the game begins with the loading screen and then, into the main yard dr.plant game. dr.plant game on the main page there are some games that play button menus, catalogs, credit and exit (x). when the player presses play then it will go to a category page, there are several games that can be played, namely tap plants which include a game about taking care of the interest by pulling weeds so that flowers can grow well, tap hama containing permaian about caring for fruit crops in a way eradicate pests (ants, fruit flies, ladybugs) that attacks fruit crops. planting simulations which include a game about planting fruit trees properly so that plants can grow well. when the player presses the credit will display credit page that contains information about the game maker. when the player presses the catalog will open the catalog page that contains multiple menus that fruit which contains a variety of fruit crops in hortimart with information about fruit crops, the price of the plant, and the plant's benefits. fruit crops medicine that contains information about the drug to eradicate pests of plants and to fertilize the plants with information, how to use, and price. fruit plant breeding containing about how to breed good fruit crops. and when the player presses out (x) then the player will be out of the game. fruit plant breeding containing about how to breed good fruit crops. and when the player presses out (x) then the player will be out of the game. fruit plant breeding containing about how to breed good fruit crops. and when the player presses out (x) then the player will be out of the game. b. gameplay dr.plant is a learning game about fruit crops in hortimart and applied in the android platform. game dr.plant created with the aim to introduce and provide information on fruit crops in hortimart with attractive graphical use for learning to use the game more interesting when played. in the game there are 3 types of games dr.plant that is plants tap, tap pests, simulation plant and existing plant catalogs are 3 categories of fruit trees, medicinal plant fruit and plant propagation fruit with attractive appearance. game dr.plant made with gameplay that is easy and with an attractive appearance and resembles the original state when the garden to be played by visitors designing horticulture education game sisforma: journal of information systems (e-journal)vol. 6 | no.1 |th. 2019 page 37 issn 2442-7888 (online) doi 10.24167/sisforma hortimart. display menu game can be seen at figure 3. figure 3. display menu game as for the play menu, there are 3 different games that plant tap, tap pests, plant simulation that is packaged in a game arcade and simulation game. the gameplay in the game dr.plant can be seen at figure 4. figure 4. the gameplay in the game dr.plant as for the catalog menu, there are three different categories namely fruit trees, medicinal fruit plants, and the development of fruit crops. image catalog menu in the game dr.plant can be seen at figure 5. figure 5. image catalog menu in the game dr.plant c. testing game the perform of dr.plant game was tested by hortimart agro center visitors to get the response after they played the game. this research used hypothesis to continuted the test instrument, the hypothesis were : h1: usefulness (m) dr.plant game has a strong influence on the intention (t). h2: easy (u) dr.plant game has a strong influence on the intention (t). h3: pleasure (s) dr.plant game has a strong influence on the intention (t). d. validity of variables questionnaire this study uses four research variables are usability (m), easy (u), fun (s), intention (t) to play the game dr.plant. all variables need to be tested for validity studies to gauge whether the questions on the questionnaire were able to represent each variable in revealing the attitudes of respondents. to test the validity of each variable then conducted two tests is test by comparing with r table and principal component factor analysis. testing by comparing r tables by comparing the calculation results "corrected item-total correlation" with the value contained in the rtable (at the price of n 2) and because of the number of questionnaires is 43 -2 hence the designing horticulture education game sisforma: journal of information systems (e-journal)vol. 6 | no.1 |th. 2019 page 38 issn 2442-7888 (online) doi 10.24167/sisforma minimum value of r table is 0,308 (n2 = 41), as in table 1. table 1. value the value of r product moment by testing using variable r r tables with a minimum of 0,308 table as shown in table 4.2. from table 2 looks m1 and s3 is not valid because the value of the variable is less than 0,308, while for the variable m2, m3, u1, u2, u3, s1, s2, t1, t2, t3 declared invalid because of the variable value of more than 0,308. then for further testing by the principal component analysis factor m1 and s3 are not included. table 2. test result validity product moment r table method corrected item-total correlatio n r table information m1 , 266 0,308 invalid m2 , 310 0,308 valid m3 , 339 0,308 valid u1 , 550 0,308 valid u2 , 681 0,308 valid u3 , 462 0,308 valid s1 , 318 0,308 valid s2 , 472 0,308 valid s3 , 261 0,308 invalid t1 , 442 0,308 valid t2 , 487 0,308 valid t3 , 487 0,308 valid after the test r table, then perform the testing process principal component analysis and variable factors m1, s3 is not included in the testing to get appropriate results. from table 3 shows that the outcome was appropriate and expected all the variables to be held the same position. testing with this technique to ensure that all the indicators in each variable is convergent. table 3. validity testing results factor method of principal component analysis component 1 2 3 m2 , 107 -, 062 , 843 m3 -, 067 , 319 , 741 u1 , 040 , 804 , 304 u2 , 161 750 , 490 u3 , 128 , 764 , 017 s1 , 323 , 437 -, 179 s2 , 700 , 416 -, 265 t1 , 796 -, 011 , 275 t2 , 674 , 402 -, 125 t3 , 878 , 013 , 113 thus indicator declared valid and can be used for the next test is an indicator of m2, m3, u1, u2, u3, s1, s2, t1, t2, t3. e. variable reliability questionnaire cronbach's alpha coefficientused for testing the reliability (confidence) questionnaire. reliability of the test results are listed in table 4.4 in the category of the variable m questionable, variable u in the category of good, the variable s in the category of poor, and for variable t in the category acceptable. this calculation in accordance with the internal consistency crombach alpha in table 4 and table 5. table 4. cronbach's alpha coefficient for each variable research variables coefficient cronbach's alpha result usefulness (m) .613 questionable designing horticulture education game sisforma: journal of information systems (e-journal)vol. 6 | no.1 |th. 2019 page 39 issn 2442-7888 (online) doi 10.24167/sisforma ease (u) .808 good fun (s) 0,532 poor intention to use (t) 0.754 acceptable table 5. reliability ratings f. correlation the hypothesis used in the study using correlation between variables to test whether the variables: usability (m), easy (u), fun (s) has a strong correlation with variable intention (t). seen from table 6 that u and s have a strong correlation with the intention (t). usability and was found in the variable (m) proved to be unrelated to the intention (t). this indicated that the facility (u) and pleasure (s) in use dr.plant game has a very close relationship with the desire of users to continue to use (t) dr.plant game. table 6. correlation between variables correlations a g k mm su ss st a 1 -, 030 -, 089 , 008 , 114 , 027 -, 016 g -, 030 1 , 403 ** , 347 * , 227 -, 007 -, 285 k -, 089 , 403 ** 1 , 288 , 240 , 108 , 059 mm , 008 , 347 * , 288 1 , 387 * -, 026 , 112 su , 114 , 227 , 240 , 387 * 1 , 359 * , 327 * ss , 027 -, 007 , 108 -, 026 , 359 * 1 , 532 ** st -, 016 -, 285 , 059 , 112 , 327 * , 532 ** 1 iv. conclusions dr.plant game is an horticulture game about fruit plants. dr.plant game created with the concept of learn and play so that visitors can know about different kinds of fruit trees. dr.plant game has some graphical look and approach the game with the original situation in hortimart. fromresults of tests performed, it was concluded that dr.plant game is a game that is easy to play and fun for visitors hortimart. this is evidenced by the results dr.plant game testing to 43 respondents visitors hortimart, 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[15] l. j. moleong, “metodologi penelitian,” bandung pt. remaja rosda karya, 1999. augmented reality game for anti corruption education in behavior of students of university sisforma: journal of information systems (e‐journal) vol. 6 | no. 1 |th.2019 page 16 issn 2442‐7888 (online) doi 10.24167/sisforma augmented reality game for anti corruption education in behavior of students of university pieter santoso hadi1 , albertus dwiyoga widiantoro2 , hendra prasetya3 information systems department, faculty of computer science soegijapranata catholic university, semarang, indonesia pieterzzz8@gmail.com1 , yoga@unika.ac.id2 , hendra@unika.ac.id3 abstract – the behavior of students of university in their study have an effect in their character toward corruption. as motivation effects the behavior and the behavior effects the character of person [1]. game is one of interactive digital media that can be used as educational tools. game education is a digital game which structured for educational purpose [2]. augmented reality game is a live direct or indirect view from real word perspective whose elements are augmented by computer-generated in which a view of reality is modified even diminished by a computer [3]. this journal contains the result of using augmented reality game as education media for anti corruption education in behavior of university students. education materials consist of bad behavior of university students that appear on their study and their relation with corruption. keywords – augmented reality, game, behavior, university, student, education i. introduction in current development, games are more commonly associated with game-shaped software that can be played in various electronic media. according to survey in 2014, industry of game in indonesia was said to have a value of 2.3 trillion rupiah [4]. this shows an opportunity for game developers, however this also shows the numbers of gamer in indonesia. in 2006, a study conducted on 6700 players of mmorts and it concluded that game can affects a person's motivation [5]. motivation itself is the construction of theory, that is used to explain the attitudes or behavior of person. motivation provides reasons for human actions, the wills and needs. motivation can also be defined as the direction of humans in behaving or the reason why humans repeat certain behavior [6]. leaving aside the positive and negative effects of the game, the use of games in influencing one's motivation has been markedly evident, and it is clear that the problem of corruption in indonesia has been a prolonged problem [7]. based on data of 2016, level of corruption cases that has founded, can see in figure 1 [8]. figure 1. yearly report of numbers ott kpk year of 2016 the message against corruption must not be shown only for the corruptor but also to the behavior which creates character of augmented reality game for anti corruption education in behavior of students of university sisforma: journal of information systems (e‐journal) vol. 6 | no. 1 |th.2019 page 17 issn 2442‐7888 (online) doi 10.24167/sisforma corruptor. anti-corruption education in the behavior of university students is something important to be noted. university students as prospective employees, smart thinker, and the expectations of society must have character that has integrity and virtuous [1]. based on a pre-test survey that serves to identifies problems that will be discussed in the game, the result was [9][10][11]. can be look in table 1. table 1. data of university student problems no problems id problems 1 passive at group work 11 2 helping people to cheat 9 3 postpone assigments act 6 4 lack of motivation 13 5 signing absent students into class 8 6 lie to teacher 10 7 late 3 8 not collecting assignment(s) 5 9 copy‐paste of assigment(s) 4 10 study priority 14 11 cheating at test 2 12 plagiarism 7 13 study priority 12 14 ditching act 1 three issues with bigest correlation value are selected as the issues to discussed in game. the three issues are passive at group work, helping people to cheat, and postpone assigment(s) act. ii. literature review a. game game is an interactive activity that is centered on an achievement, there are active and opposing actors [12]. in it’s development, the game’s genre started to be classified into several genres according to the gameplay it’s used game creator needs to figure out how their creation can be accepted by public. game creator also needs to think about a good educational message for his game players. therefore, a game needs to be created with specific goals that have been determined. it involves the genre which is in accordance with gameplay. b. augmented reality augmented reality game is a live direct or indirect view from real word perspective whose elements are augmented by computergenerated in which a view of reality is modified even diminished by a computer [3]. augmented reality becomes one of the popular game’s genre in the world. as the times progressed, the progress of the augmented reality system becomes more interactive and tangible. the existence of smart phone also increase application of augmented reality system in the community. over time, augmented reality market has grown rapidly. this is related to the development of hardware. based on zion research center's, augmented reality market will increased as technology develops every year [13]. c. unity engine unity is one of very popular gamemaking tool (game engine) in the world. unity is a cross-platform game engine developed by unity technologies and can be used for pc game development, consoles, mobile devices, and websites. unity has 3 programming languages that can be used i.e. c #, unityscript, and java. unity works with many other developer companies to bring up many packages files that can be downloaded via the internet. as for augmented reality game development, developers can use vuforia (one of many unity package file). this unity package file augmented reality game for anti corruption education in behavior of students of university sisforma: journal of information systems (e‐journal) vol. 6 | no. 1 |th.2019 page 18 issn 2442‐7888 (online) doi 10.24167/sisforma helps developers in game development and creation. d. vuforia vuforia is one of many augmented reality software development kit (sdk) for mobile devices that is useful for augmented reality application creation and development. vuforia uses computer vision to recognize and track planar images and simple 3d objects, such as boxes in real-time. the ability to tracks these images, allows developers to position virtual objects in the real world when viewed through a camera from a mobile device. virtual objects then track the position and orientation of the image in real-time so that the perspective on the object in accordance with the perspective of the observer (user), so it will appears that the virtual object is part of the real world scene. e. anti-corruption education in university student behavior generation with tasteless character breeds behavior of corruptor [10]. university students as the next generation of the nation becomes something important to note [1]. the long-terms goal is to nurturing a culture of anti-corruption among university students and to encourages university students to take an active role in eradicating act of corruption in indonesia [12]. anti-corruption education in universities plays an important role for buliding student’s characters [1]. f. relation of game and education of character building educational game is digital games designed for educational enrichment, using interative multimedia technology [2]. augmented reality genre game provides education with the delivery of messages against bad habits among university students. players learn to get motivation to not doing bad habits in the lectures where the motivation will be related to the behavior of players [6]. character is the way of thinking and behaving that characterizes each individual. character is also the moral quality of a person thats reflected all the behavior of a person [6]. character and behavior are stratified one another where the behavior affects character and character can be seen through the person's behavior. iii. methods a. data search sources and method primary data sources obtained from the survey conducted in the field, while the secondary data sources obtained from theory of scientific journals, books and newspapers, as well as government-owned official website and software developers. data search method that is used in this research is quantitative method. this method was shown by survey implementation. survey was conducted with random sampling type. the subjects of research were selected with several provisions: 1. the research subject is university student. 2. the subject is an active university student. 3. research subjects are not given any special treatment between one and the other, identical and randomly selected. pre-test survey was used to assessing the number of corrupt behaviors that are developing among students. pre-test survey will also answer the needs of messages to be delivered via augmented reality game. the effectiveness of the augmented reality game in conveying messages against bad habits will be examined by the post-test survey, that is, with a questionnaire dispatch containing opinions from 30 students who have tried to play the game. b. game development method game development method started by doing research and preparing game concepts. after doing basic drafting of the game, do the preparation of assets (images, 3d objects) augmented reality game for anti corruption education in behavior of students of university sisforma: journal of information systems (e‐journal) vol. 6 | no. 1 |th.2019 page 19 issn 2442‐7888 (online) doi 10.24167/sisforma and to arranges level designs. this acts is usually called as development stage. at the development stage, game test is conducted to test the performance and stability of the game and to gather the players' opinions for further improvement. the game that has been successfully created will be tested to 30 students, where students are asked to complete the post-test survey. post-test surveys are useful for collecting data on the effectiveness of educational messages so as to meet research objectives. c. data analysis methods pre-test survey which is the phase of problem identification will be tested using correlation of pearson product moment. the correlation of pearson was chosen for the following reasons: 1. sample data is taken with random sampling type. 2. sample data has more than 30 people. 3. data is homogeneous. 4. calculate the validity of data from each issue. calculations for survey have values : 1. choice 1 : 0 point 2. choice 2 : 1 point 3. choice 3 : 2 point 4. choice 4 : 3 point 5. choice 5 : 4 point the pearson’s correlation formula is as follows: 𝑟 𝑛𝑖𝑥 𝑖 𝑥 𝑛𝑖 𝑡 𝑛𝑥 𝑥 1 information : rix = correlation coefficient item – total i = item score x = total score n = number of subject each values of item corellation will be compared with df (degree of freedom) 5%. when the correlation values is greater than the value of table df then the data will be declared valid the results of the pre-test survey will selected 3 problems with the greatest correlation value. this three problems will be discussed in the game. finished game will be tested to 30 university students by survey method as posttest survey. the 30 universty students are university students who fill the pre-test survey before. this post-test survey tested the effectiveness of games in conveying messages against bad habits of students in anti corruption education. post-test surveys will be processed using pearson's correlation. the results of the post-test survey will show the results of effectiveness of game in the delivery message. iv. post-test survey results the calculation is performed by onesample t test to prove the proposed hypothesis and pearson correlation to prove that independent variables q2, q3, and q4 are correlated with the dependent variable q1. the hypothesis is as follow: h1: game conveys the message of relationships between corruption and character of college student. h2: game does convey a message against postponement of assigment act as it related to anti-corruption education. h3: game conveys a message against cheat in test act as it related to anti-corruption education. h4: game conveys a message against the act of passiveness in group work as it related to anti-corruption education. the following questions are built to answer the hypothesis: q1) after player(s) plays the game, how much do you rate for messages of correlation between corruption and character of college student? augmented reality game for anti corruption education in behavior of students of university sisforma: journal of information systems (e‐journal) vol. 6 | no. 1 |th.2019 page 20 issn 2442‐7888 (online) doi 10.24167/sisforma q2) after player(s) plays the game, how much do you rate for message against postponement of assigment act as it related to anti-corruption education? q3) after player(s) plays the game, how much do you rate for message against cheat in test act as it related to anticorruption education? q4) after player(s) plays the game, how much do you rate for message against the act of passiveness in group work as it related to anti-corruption education? the result of post-test survey can be seen on table 1. table 1. result of post-test survey id answer per person choice1 choice2 choice3 choice4 1 0 1 7 15 2 0 2 4 13 3 0 0 8 10 4 0 0 4 13 5 0 0 3 15 the result of post-test survey was processed by spss. the result can be seen on table 2 and table 3. table 2. onesample statistics one-sample statistics n mean std. deviation std. error mean q1 30 3,9333 ,78492 ,14331 q2 30 4,1000 ,88474 ,16153 q3 30 4,1333 ,81931 ,14958 q4 30 4,3000 ,70221 ,12821 table 3. onesample test one-sample test test value = 3 t df sig. (2tailed) mean difference q1 6,513 29 ,000 ,93333 q2 6,810 29 ,000 1,10000 q3 7,577 29 ,000 1,13333 q4 10,140 29 ,000 1,30000 mean of variable q1, q2, q3 is more than 3 and the difference of neutral value of 3 is a positive. it means the hypothesis of h1, h2, h3, and h4 is supported. to show correlation of variables q2, q3, q4 and variable q1, spss program was used to calculates the result can be seen on table 4. table 4. correlation results using spss table 4. shows variable q1 have a strong relation with variables q2, q3, q4. this means variable h1 have a strong relation with h2, h3, h4. v. conclusion game that which created can builds an anti-corruption education. the game is an educational game with the augmented reality genre that have visual novel elements which provide the messages related with anticorruption education. based on the research that was conducted, the proposed hypothesis has been proven (supported) based on the one-sample t test that has been done. augmented reality game for anti corruption education in behavior of students of university sisforma: journal of information systems (e‐journal) vol. 6 | no. 1 |th.2019 page 21 issn 2442‐7888 (online) doi 10.24167/sisforma • game does convey a message against postponement of assigment act as it related to anti-corruption education. (h2 supported) • game conveys a message against cheat in test act as it related to anti-corruption education. (h3 supported) • game conveys a message against the act of passiveness in group work as it related to anticorruption education. (h4 supported) • game conveys the message of relationships between corruption and character of college student. (h1 supported) h1 is the main hypothesis that concludes all of anti-corruption messages and has a strong correlation with other hypotheses h2, h3, and h4. the research concludes the game has successed to convey the messages againts corruption, especially university student. references [1] agus masrukhin.(2017, dec), “model pembelajaran character building dan implikasinya terhadap perilaku mahasiswa” humaniora, p.12301235 ,2013.[online].available: https://ojs.unikom.ac.id/index.php/ko mputa/article/download/60/57. [2] nelly indriani widiastuti, irwan setiawan.(2017, dec.), “membangun game edukasi sejarah walisongo” jurnal ilmiah komputer dan informatika, p.42,2012.[online].available: https://ojs.unikom.ac.id/index.php/ko mputa/article/download/60/57. [3] graham, m., zook, m., and boulton, a.(2017, dec.), "augmented reality in urban places: contested content and the duplicity of code" transactions of the institute of british geographers. 2016. [online].available: doi: 10.1111/j.1475-5661.2012.00539.x 2012. [4] aprillatu, pramirvan datu. (2015, july). " developer game online indonesia paling maju di asia tenggara". suara meredeka. [5] dica feprinca, ilhamuddin, dan ika herani (2017, dec). " hubungan motivasi bermain game online pada masa dewasa awal terhadap perilaku kecanduan game online defence of the ancients (dota 2) ".2014. [online]. available: http://psikologi.ub.ac.id/wpcontent/uploads/2014/09/jurnal8.p df. [6] ellliot, andrew j; covington, martin.(2017, dec). "approach and avoidance motivation". educational psychology review, p. 13, 2001. [online]. available:https://pdfs.semanticscholar .org/7c43/91e71028261b24dc6a13658 74dc37ba8abe7.pdf. [7] admin.(2017, dec). "kpk luncurkan buku anak berseri 'tunas integritas'".2012. [online]. available: http://kpk.go.id/id/berita/berita-kpkkegiatan/225-kpk-luncurkan-bukuanak-berseri-tunas-integritas. [8] admin.(2017, dec)."laporan tahunan kpk 2016 bahasa indonesia'".2016. [online]. available: https://www.kpk.go.id/id/publikasi/lap oran-tahunan/3864-laporan-tahunankpk-2016. [9] endra murti sagoro.(2017, dec). “pensinergian mahasiswa, dosen, dan lembaga dalam pencegahan kecurangan akademik mahasiswa akuntansi” jurnal pendidikan akuntansi indonesia, p. 54 67, march 2013. [10] rory truex, “corruption, attitudes, and education: survey evidence from nepal” world development, vol 39, no. 7, p. 1133 1142, 2010. http://dx.doi.org/10.1016/j.worlddev.2 augmented reality game for anti corruption education in behavior of students of university sisforma: journal of information systems (e‐journal) vol. 6 | no. 1 |th.2019 page 22 issn 2442‐7888 (online) doi 10.24167/sisforma 010.11.003. [11] zidni immawan muslimin.(2017, dec), “hubungan antara kekuatan akidah dan perilaku mencontek pada mahasiswa psikologi u i n sunan kalijaga” jurnal psikologi integratif, p.17,2015.[online].available:ejournal.ui nsuka.ac.id/isoshum/pi/article/downloa d/258/239. [12] c. crawford. 2003. (2017, dec). “chris crawford on game design”. amerika serikat : peachpit. [13] admin.(2017, dec). “global augmented reality (ar) market is set for a rapid growth and is expected to reach usd 133.78 billion by 2021” [online]. available: https://www.zionmarketresearch.com/ news/global-augmented-reality-armarket. game as major introducing media to opt for college sisforma vol.4 no.1 februari 2017 : 23-30 23 game as major introducing media to opt for college inggrit swastini dewi department of information system, faculty of computer science soegijapranata catholic university, semarang, indonesia yuuki_shinjou@yahoo.com prof. dr. ridwan sanjaya, se, s.kom, ms.iec department of information system, faculty of computer science soegijapranata catholic university, semarang, indonesia ridwan@unika.ac.id fx. hendra prasetya., s. t., m. t department of information system, faculty of computer science soegijapranata catholic university, semarang, indonesia hendra@unika.ac.id abstract– today's development requires people to have higher education and expertise in a particular field. because of that, many universities or colleges begin to open new majors to suit the increasingly growing and diverse interests. however, the increasing number of majors could make it difficult for many high school students in determining the university or colleges and department they should take. a lack of understanding of their own personal interests and talents, as well as information about targeted universities or colleges and majors also enhance the difficulty of choosing. therefore, an interesting and simple media to help students to know their potential, to provide information about the majors according to their interests, and to help them determine the right path are needed. the concept of this major introducing game is based on sources such as interviews with interviewees and questionnaires. in the game, players can find out their interests, talents and appropriate majors, as well as courses and professions related to those majors. aptitude test in this game is based on holland’s theory. keywords– interest, simulation games, university majors, talent, visual novel i. introduction today's development requires people to have higher education and expertise in a particular field. because of that, many universities or colleges are launching new majors to suit the increasingly growing and diverse interests. however, the increasing number of optional majors could make it difficult for many high school students in determining the university or colleges and department they should take. a lack of understanding of their own personal interests and talents, as well as information about targeted universities or colleges and majors also enhance to the difficulty of choosing. there are various things to consider in choosing majors. the most important thing is interest. if a student is really interested in the course taken, they will be eager to follow the lesson and get the maximum results. besides interest, the selection of majors must also be adjusted to the intellectual and financial abilities. mistakes in choosing majors can lead to the decreasing of student learning spirit because they feel forced to study in the department that has been taken, or students who eventually switch to other majors that are considered more suitable [1]. that's why it requires media that can help students to recognize their potential, to provide information about the majors appropriate to their interests, and to help them determine the majors that suit them in an interesting and simple method. ii. literature review in choosing majors, there are several things to consider, their interest and talent, intellectual ability, financial ability, and mailto:yuuki_shinjou@yahoo.com� mailto:ridwan@unika.ac.id� mailto:hendra@unika.ac.id� game as major introducing media to opt for college sisforma vol.4 no.1 februari 2017 : 23-30 24 college reputation of the chosen majors. with these considerations, students are expected to choose the department that best suits their condition for the future. 2.1. aptitude test interests are the source of motivation that encourages people to do what they want if they are free to choose. when a person is concerned about something, then the interest will be a strong motive to connect more actively with something that interests him/her. interest will increase if channeled in an activity. attachment to the activity will further develop interest. according to hurlock's opinion, the more often the interest expressed in the activity, the strongerit will be. otherwise, interest will be extinguished if not distributed. interest may be the cause of an activity and the results to be obtained [2]. 2.2. holland’s theory basic concepts personality according to john holland is a result of heredity and environmental influences [3]. manrihu [4] concludes that there are four assumptions that are the core of holland's theory: 1. most people can be categorized as one of six types: realistic, investigative, artistic, social, entrepreneur, and conventional. 2. there are six types of work environments: realistic, investigative, artistic, social, entrepreneur, and conventional. 3. people investigate the environment that will allow or enable them to practice their skills and abilities, express their attitudes and values, and accept appropriate problems and roles. 4. the behavior of a person is determined by the interaction between his personality and the characteristics of his environment. holland himself develops several tests that can help people to know themselves, such as: the vocational preference inventory in 1977 and self-directed search in 1979 [5]. 2.3. visual novels visual novels is one of the subgenres of adventure game. visual novels are interactive fiction games that use static images, usually an anime image style. the difference between visual novels with other games is the minimal gameplay. players only need to choose the option to create text, images, and sound running. most visual novels have multiple storylines and endings based on the choice chosen by the player [7]. 2.4. construct 2 game engine used is construct 2 from scirra. construct 2 is a software-based game maker or game engine directx-9 for windows that is designed to create 2d games. construct 2 uses a visual approach that simplifies users with varying levels of proficiency to create games [8] [9]. construct 2 allows users to publish their games to various platforms. like android, ios, web (html5), windows, mac desktop, linux desktop, blackberry 10, facebook, wii u and so forth. construct 2 has the ability to display games that users are working on smartphones over wifi networks. construct 2 also provides voice editing and 70 special and realistic visual effects to add to the uniqueness of the game [10]. iii. research methods structured interviews were conducted with some high school counseling teachers to ensure game formulation that can help students determine their interests and talents. besides, questionnaires will be distributed before and after playing the game to 40-50 students of theresiana high school semarang. iv. implementation 4.1. gameplay there are various things to consider in determining the course majors as described in the previous chapter. based on interviews with 5 teachers of private high school bk (theresiana, karangturi, sedes, kebon dalem, and don bosko) and a survey of 50 high school studentsof theresiana senior high school semarang, one of the main factors causing confusion in choosing game as major introducing media to opt for college sisforma vol.4 no.1 februari 2017 : 23-30 25 amajor is the lack of student knowledge about majors that corresponds to his interests and talents. in fact, some students are still unsure of their own interests and talents. for that reason, it is necessary to give the aptitude test to the students. at the beginning of the game, the player will become a 3rd grade high school student who still has not determined what direction he will take after graduation. seeing players who look moody, the player's character friend invites player to visit an edu fair which happens to be ongoing. there, they will visit unika soegijapranata booth which offers aptitude tests. players will be asked why they have not been able to make a choice. if the cause is not aware of the interests and talents and the department that suits them, players will be given a few questions to determine their interests and talents. furthermore, players will be explained about the majors that suit their interests and talents. information to be provided includes courses that will be given and professions that can be pursued after graduation. with the information provided, it is expected that the player can determine whether the course is in accordance with his/her interests and whether he/sheis able to go through it. if they are not sure yet, players can look around other faculty and ultimately determine which majors best suit them. for players who have difficulty determining due to disagreement with parents, it is expected with the information provided, players can decide whether the course specified by the player's parents is good enough and can be taken, or stuck with their opinion and can use that information to explain to their parents the advantage of the majors they choose. for players who have difficulties due to financial reasons, will be given some explanations about the scholarships that generally exist in college. as for players who already know what majors they want to take and just want to know what kind of majors they will take, they can go directly to the major introductions. 4.2. game making this visual novel game was created with game engine construct 2 and photoshop and painttool sai to create sprites and images. the main page or title page is the main display that will appear once the game starts. the title page contains the cover and some menu options such as start, load, credits, and quit as shown in figure 4.1. figure 4.1 title page display the start button will bring the player to the second event sheet where the game will start, while the load button can be used by players who have already played and stored data in the game to continue the game from the last stored checkpoint. the credits button contains the sources used in the game and the quit button can be used to exit the game. before brought to the second event sheet, there is a momentary pause of loading page. loading page contains pictures of one of soegijapranata catholic university buildings, loading posts, and one of 3 characters that will appear randomly. loading page will switch to 2nd layout automatically after few seconds. the second event sheet is the beginning of the game where players will see the class view and read the storyline that has been created. in a conversation, the text will change after the player has taped the screen. the image of the characters and the text that appears will change according to the specified variable. figure 4.2 shows the code used in the story, while figure 4.3 shows the in-game conversation view. game as major introducing media to opt for college sisforma vol.4 no.1 februari 2017 : 23-30 26 figure 4.21conversation event figure 4.3conversation display after the opening conversation is over, the screen will switch to layout 3 which contains a mini game of drag and drop to determine player’s interest and talent. variable xtemp and ytemp are used to store the x and y positions, while the xsizetemp and ysizetemp variables are used to store the initial size of the icon. variables r, i, a, s, e, c are used to add values to variables and scorer, scorei, scorea, scores, scoree, scorec are used to store the total value added. figure 4.4 shows the variables used in event sheet 3. figure 4.42 event sheet 3 variables all icons are set in position frame 0 so the icon image first shown when the mini game starts is the first icon. figure 4.5 shows the code used at the beginning of the layout and figure 4.6 shows the game view at the beginning of the layout. figure 4.5 event sheet at the start of layout figure 4.6mini game display when the icon is dragged, previously invisible captions will appear, the text will be invisible again when the icon is released. when an icon is dropped into one of the 6 available frames, the icon size changes according to the frame size and the r, i, a, s, e, or c values will increase according to the icon and the location of the existing frame. the first icon changes the value of r, the second icon changes the value of i, the game as major introducing media to opt for college sisforma vol.4 no.1 februari 2017 : 23-30 27 third icon changes the value of a, the fourth icon changes the s value, the fifth icon changes the value of e, and the sixth icon changes the value of c. the first frame is 5, the second frame is 4, the third frame worth 3, the fourth frame is worth 2, the fifth frame is worth 1, and the sixth frame is worth 0. if the icon is dropped to a place already filled with another icon, the first icon will be replaced with the second icon and the first icon will return to the starting position. figure 4.7 shows the game display when the icon is dragged, while figure 4.8 shows the code used in the drag and drop game. figure 4.7mini game display 2 figure 4.8 drag and drop event sheet when an icon is inside a frame, the total variable will increase 1 value, and after the total value is 6, or all icons are in the frame, the next button will appear. when the next button is clicked, the icon image will change to the next frame and return to the starting position. the values in the r, i, a, s, e, and c variables will be stored in scorer, scorei, scorea, scores, scoree, and scorec variables. the variable button value will also change. figure 4.9shows the code that will be executed when the next button is clicked. figure 4.93 event sheet when next button is clicked the event will be looped for 4 times, and after all values are stored, those values will be compared to get the 3 highest values. the layout will move to layout 4. after the last button is clicked, all values will be compared to determine the 3 highest values like the code in figure 4.10. figure 4.104 event sheet to determine the highest value game as major introducing media to opt for college sisforma vol.4 no.1 februari 2017 : 23-30 28 results will show 3 categories with the highest score. if a player clicks on a certain category, the picture will change to the explanation of the category. the explanation of each category contains the characteristics, majors and occupations that match the category. when finished viewing the results, players can click the next button to continue the game and go to layout 5. in layout 5, players will be given the option to repeat the test or look at the information of existing majors. there are 13 majors available at soegijapranata catholic university, which are architecture, communication visual design, law, communication, civil engineering, electrical engineering, english literature, management, accounting, food technology, psychology, informatics technology, and information system. after determining the majors desired, there are 3 choices of graduate competence, curriculum, and graduate profile. graduate competence is the ability to be gained after graduating from the majors, curriculum contains courses and some explanations related to the majors and the profile of graduates containing work related to the majors chosen. 4.3. survey result discussion after the game was over, the game was tested to 40 theresiana 1 semarang high school students and then being surveyed to determine the effect of the game on them. from the first question, it can be seen from figure 4.11 that from the 47 students who become respondents, 70.2 percentis from class xii and the remaining 29.8 percentis from a mixture of students of class x and xi. figure 4.115 post-test: respondents education the second question asked whether the game provided the information the respondent wantedto know. viewed from figure 4.12, 78.7 percent of respondents felt that the major introduction had given the information they wanted, while the remaining 21.3 percent felt they had not received the desired information. figure 4.126 post-test: has game delivered the desired information the third question asked whether the major introduction game helped the respondent in determining their choice of majors. based on figure 4.13, 76.6 percent of respondents feels it is helpful in determining the choice of majors, while the remaining 23.4 percentfeel it is unhelpful with the game. figure 4.13 post-test: does game help them to determine major on a scale of 1 to 5, how does the game help in providing information about majors? from figure 4.14, it can be seen that most of the respondents feel it is quite helpful, although there are still some respondents who feel not helped by the information presented. game as major introducing media to opt for college sisforma vol.4 no.1 februari 2017 : 23-30 29 figure 4.147 post-test: how much game helped in providing information about majors the fourth question is with a scale of 1 to 5, how much the game helps in determining the choice of majors? from figure 4.15, it appears that most respondents feel the game is quite helpful in determining the major they will choose later. however, there are also some respondents who feel not helped after playing the game. figure 4.15 post-test: how much game help in determining major the last question asked about the shortcomings that the respondents found after playing the game. some criticism and suggestions were received by respondents are too long explanations, more interesting display, and gameplay that needed to be extended. v. conclusion based on interviews conducted on 5 private high school counseling teachers and questionnaires conducted on 50 theresiana 1 semarang high school students before the making of the game, the major introduction game is created on the mobile platform with visual novel genre. major introduction game also includes aptitude test in the form of drag and drop mini games to help students recognize their interests and talents in order to help them determining major to be taken. the aptitude test is based on holland's theory that classifies personality type and work environment into six types, namely: realistic type, the investigative type, the artistic type, social type (the social type), the enterprising type, and the type of routine (the conventional type). each personality type is the result of the interaction between internal and external factors which then gives birth to a strong interest that fosters certain abilities and skills. this combination of interests and abilities creates a very personal disposition to interpret, act, think, and act in certain ways. to determine the disposition, the selfdirected search method developed by holland was used. after knowing their interests and talents, students can see available information related to majors that match their test results. however, the test results are not binding and students can still see information related to other majors. information provided in the form of graduate competence, graduate profile, and curriculum or courses taught in each major. the results of the questionnaire after the students played the game showed that 78.7 percent of the respondents thought the introduction of the majors had given the information they wanted to know. most of the respondents also felt that the game was quite helpful in the delivery of information. furthermore, 76.6 percent of the respondents considered that the major introduction gamewas quite helpful in determining their majors. however, there were still some respondents who felt less helped and still not able to determine their major. acknowledgement the authors gratefully acknowledge to excellence scholarship support from bureau for planning and international cooperation, ministry of education and culture of indonesia. references game as major introducing media to opt for college sisforma vol.4 no.1 februari 2017 : 23-30 30 [1] a. bawantara, lulus sma kuliah dimana? panduan memilih program studi. kawan pustaka, 2007. [2] e. b. hurlock, psikologi perkembangan: suatu pendekatan sepanjang ruang kehidupan, 2nd ed. jakarta: erlangga, 2006. [3] s. h. osipow, theories of career development. prentice-hall, 1983. [4] m. t. manrihu, pengantar bimbingan dan konseling karier. jakarta: bumi aksara, 1988. [5] w. winkel and s. hastuti, bimbingan dan konseling di institusi pendidikan. jakarta: pt. grasindo, 2005. [6]a. d. nugrahaeni, “upaya meningkatkan kemampuan fisik motorik melalui permainan simpai (hulahop) pada anak tk b di kbi-ra taqiya kartasura, sukoharjo tahun ajaran 2011/2012,” 2012. [7]j. lebowitz and c. klug, interactive storytelling for video games: a playercentered approach to creating memorable characters and stories. focal press, 2011. [8]r. dillon, html5 game development from the ground up with construct 2. florida: crc press, 2014. [9]d. bigelow, construct game development: beginner’s guide. birmingham: packt publishing, 2012. [10] s. ltd., “create games with construct 2,” 2017. [online]. available: https://www.scirra.com/. [accessed: 20-jul2017]. an application for alumni of soegijapranata catholic university sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 55 issn 2442-7888 (online) doi 10.24167/sisforma an application for alumni of soegijapranata catholic university hanna mulianawati information system department, computer science faculty, soegijapranata catholic university email: hannajezz@yahoo.com ridwan sanjaya information system department, computer science faculty, soegijapranata catholic university fx hendra prasetya information system department, computer science faculty, soegijapranata catholic university abstract – sometimes it’s hard for the university to get the information about their own alumni after the graduation ceremony. the situation of the alumni is also the same. they felt difficult to reach their university after they got a job. some services and documents are still needed by the alumni for any reason. in fact, people nowadays live with their smartphone really closely. the smartphone could help people to get information and services while keeping them close to their community. the mobile application should be built to connect alumni and university through a smartphone via information sharing about job vacancy and providing some university’s services. some methods are used in the process of mobile application development, such as designing the application, programming, testing, and launching. interview and survey are done to know the responses in using the application. the conclusions of the research are the application could help the alumni to get information and services, the university is able to gain the updated data of their alumni, and make both of them closer. keyword – android application, job vacancy, rss feed, soegijapranata catholic university, tracer study, university alumni. i. introduction the technology nowadays especially in the field of information and communication has grown rapidly and it is still growing until today. the use of smartphone is kept increasing, therefore, the smartphone is one of the megatrends. according to koskinen, smartphone these days is not only just a tool for communicate, but more than that, it is a symbol of economic and cultural systems, a fashion model, and a lifestyle[1]. this state boosts the developers to be more innovative in creating an application so that the user’s needs can be fulfilled through the application. another thing that happening now especially in the developing country like indonesia, many people are unemployed. unemployment has many terms that describe and define the meaning of the word. some terms about unemployment that related are frictional unemployment and open unemployment. frictional unemployment means the situation where unemployment occurs because of the difficulties to bring the employer and the job seeker together. open unemployment occurs when workers are not working or even trying to find work. many factors that cause open unemployment, such as the mismatch between the applicant's abilities and the skills required by the employers, insufficient or non-existent jobs, or even a low willingness to work[2]. the data from bps (badan pusat statistik) said that indonesia has an unemployment rate in an application for alumni of soegijapranata catholic university sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 56 issn 2442-7888 (online) doi 10.24167/sisforma number 5.5% (february 2016)[3]. however, the ideal rate of unemployment number for a country is at range 3% or not more than 4%[2][4]. another reason for unemployment is the lack of information about the job vacancy. so creating a way to provide the information easily can reduce the unemployment. these days, people are often still looking for job information through newspapers, radio or other media. some people even come to a particular place or company to ask directly about the job vacancy. this might not only happen in the society but also happen among the alumni. in this modern era, alumni should be able to get information through the application, so there is no need to waste a lot of energy to find information about work, use time efficiently and can reduce the level of open unemployment or frictional unemployment. in university life, for most alumni, the campus is just a part of their history. the relation between them and the university itself seems end after the graduation celebration. legalizing for diploma or certificate becomes hard or maybe impossible for them who live in other city or even abroad. thoughts or desire to share an experience or a chance to work together or job opportunity may not be delivered well. the university itself facing a difficulty to collect the data of their own alumni. the data that university needs such as current address, phone, email, and also a current job as well as the position. this usually happens because alumni do some changes to their email or phone or even changing address without updating the data that exist at the university. those data are important for the university for thing like university accreditation. there are several goals in this research. first, creating a design of the application to help alumni find job vacancies information easily. second, formulate the feature of application to provide university’s services for the alumni. third, find a way to implement the feature on the android-based application. last, to acquire a way to help university obtain graduate’s data through the application. ii. literature review a. application the application is a program that can be downloaded to a smartphone. there are two kinds of a smartphone, static and dynamic. a static smartphone is a smartphone that can be defined as a reference and used for describing a service or product, while a dynamic one is a smartphone that more likely engaging or involving the user with their phone and they can communicate with the platform that gives response directly[5]. b. android android is a mobile operating system based on linux that has been modified. established by the same name start-up company called android inc. at first. but then in 2005, google took over or more precisely they bought the name and the developers as well. google wanted android to be the one in the world as a mobile operating system that is free and open for everyone. therefore, google released the source code under the apache license so that all people are able to modify and develop the code as their own wish. the vendors of the smartphone also use this way to add an ownership extension to their android system, with the intention to differentiate their product from other. up to now, google has 12 version of android and each of them has unique version name that comes from food or drinks name. those versions are android 1.6 donut, android 2.1 éclair, android 2.2 froyo, android 2.3 gingerbread, android 3.0 honeycomb, android 4.0 ice cream sandwich, android 4.1 jellybean, android 4.4 kitkat, android 5.0 lollipop, android 6.0 marshmallow, android 7.0 nougat, android 8.0 oreo. android has a digital store like another mobile operating system, called play store. the user can buy an application or even download for free application through the store. a large number of user that used android operating system gave impact to the number of application that released at play store. the latest amount application at play store reached 2.868.591 (updated 20 april 2017)[6]. an application for alumni of soegijapranata catholic university sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 57 issn 2442-7888 (online) doi 10.24167/sisforma c. android studio android studio is an official ide (integrated development environment) that used for developing the android-based application. this software requires a component named jdk (java development kit) to run it. hence, the language used for programming is java language. android studio offers many features that facilitate the developers to use the software easily, such as run without building a new apk called “instant run” feature, availability to develop all android devices, fast emulator, flexible gradle system, and so on[7]. d. really simple syndication (rss) rss firstly found at 1999 by a company named netscape. till now the technology of rss continues to grow and the latest version is rss 2.0[8]. nowadays, starting from a search engine, shopping sites, or even blogs, rss becomes one of a famous web technology. rss that stands for really simple syndication, is an easy way to share or spread a real-time content. the first idea appeared when the visitors like a content on a site, but they didn’t want to open the site every day just to check the availability of the new content. simply, rss somehow make the visitors subscribe to the site. the content of rss is presented in the form of xml (extensible markup language) format. xml contains some structured data such as title, published date, author, and the main content or news[9]. rss makes easy for a publisher to syndicate the news so that the other sites are able to spread and display the news for free. rss also becomes a way for a publisher to advertise their news and spread the ideas exist in the news to the internet easily[10]. e. tracer study tracer study is a survey of alumni from a university. other terms for tracer study are “follow-up study”, “graduate survey” or “alumni research”. the target of tracer study is the alumni who already graduated several months or years. the aim of conducting tracer study is to obtain information about alumni with the intention to evaluate university or give training. the information can be used to measure and enhance or improve the quality of the institution. therefore, the information sought is related to graduate’s work, position, income as well as the relevance of knowledge and ability gained during learning at university with the reality at work. iii. research methodology a. research object according to supranto, an object of a research can be in a form of a person, organization, business corps, or a thing[11]. and the object of this research is the alumni of soegijapranata catholic university. the sample is not less than 30 alumni. b. research location this research conducted at one of the units at soegijapranata catholic university named sscc (soegijapranata student career center). sscc is located on the 2nd floor mikael building. c. data collection method the method that used for this research is quantitative research method, while the methods to acquire the primary data were interview and questionnaire. the interview was conducted to find out the process that done by the sscc unit so far and to know what they need. the interview also looks for data on whether the application is right developed with the initial concept and whether the application helps the sscc units to fulfill their need. the questionnaire was spread out through google form to gain the information after alumni used the application. the secondary data acquired from journals, books, and some articles on the internet. d. application development method in the development process, some steps were done to create an application. the first step of application development was data collection. data obtained through an initial interview with the head of sscc. with the data, next step was making the concept of application. once the application concept is complete, then the next step was to do the programming. the application program should be tested whether it can run well or not. if not, then there should be an improvement or an application for alumni of soegijapranata catholic university sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 58 issn 2442-7888 (online) doi 10.24167/sisforma correction of the programming process. if the app works well, then the app is published in the play store. after the publication was done, the questionnaires were spread to get data about the use of the application. figure 1. flowchart of mobile application development iv. result and discussion a. application development the application “halo alumni” is the second application under control of sscc after “unika job fair”. the application was developed using android studio and the result is an application based on the android operating system. the operation of this application is very simple. users only have to register at first by filling the form and after the registration process is done, the user can access the application content freely. figure 2. registration form the information or data that filled by the alumni from this registration process will be stored in the database. the process of log-in also used email and password from the same table. figure 3. database the same table also used in the profile menu, a menu that shows the personal data of the alumni and from that menu alumni are able to do the update. some columns such as nim, fullname, altemail, phone, and position are filled after the registration process when alumni update their personal data through the profile menu. “halo alumni” has many other menus, some of them are unika news, entry level, mid-level, metamorfosa (alumni success story), ikasoepra (alumni community), video, survey alumni (alumni survey), ruang diskusi alumni (alumni discussion room), and digital legalisir (digital legalization). those menus are put in the navigation drawer with the intention that the user can easily change or choose the other menu while using the application. an application for alumni of soegijapranata catholic university sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 59 issn 2442-7888 (online) doi 10.24167/sisforma figure 4. navigation drawer alumni are able to follow the updates from the university through some menus such as unika news, metamorfosa, ikasoepra, and video that have information about the university. the information about job vacancy is on the entry level and mid-level menu which obtained from the result of rss website sscc. figure 5. entry level menu the source of the vacancy information is not only from sscc, but the alumni who already work can send or share the information about job vacancy to sscc through the menu “pasang loker”. then sscc team will check the vacancy and if it’s valid, the vacancy will be displayed. figure 6. “pasang loker” menu one of the menus named “survey alumni” is used by sscc to embed the link of google form to get alumni information related to tracer study. link to the form later will be updated according to the requirement of sscc. figure 7. “survey alumni” menu another menu is named “digital legalisir” facilitates alumni to legalizing the certificate or diploma by online without physically come an application for alumni of soegijapranata catholic university sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 60 issn 2442-7888 (online) doi 10.24167/sisforma to the university. this menu helps alumni who live in other city or abroad. figure 8. digital legalizing some features that exist on the application are forgot password and change password. forgot password facilitates user when the user cannot log in because they didn’t remember their own password. there is an instruction to reset the password and the new password will be sent to the email address. figure 9. forgot password feature feature change password facilitates user to change the account password. old password is required to change the password, so only the right user or the owner of the account can use this feature to change the password. figure 10. change password feature the last feature is routine notification. the notification is used to remind the user to check the latest vacancy. menu entry level will pop up when the user taps the notification. this feature can only run well if the user gives permission to the application to autostart. the notification used service type and receive on complete boot, so the service will run even after the smartphone is off or rebooting. figure 11. notification feature b. questionnaire the title of the questionnaire is kuesioner penggunaan aplikasi “halo alumni” (the questionnaire of the usage of “halo alumni” application) and was spread in bahasa using google form. likert an application for alumni of soegijapranata catholic university sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 61 issn 2442-7888 (online) doi 10.24167/sisforma scale was used on this survey and the questions on the questionnaire were like “how far “halo alumni” help you to get the information about vacancy?”, “how complete the information that provided on the application?”, “how good is the interface of the application?”. c. survey result the result of the survey is 46 respondents participated to fill the questionnaire and the outcome for every question are: 1. 41.3% of respondent stated using web/gadget application every day to find the information about the vacancy. 26.1% of respondent said using web/gadget application once a month. the rest 10.9% said once a week, 13% said 2-3 weeks, and 8.7% answered never use web/gadget application in search of job information. 2. from 46 respondents, 21 respondents answered very interested in web/gadget application. 28.3% of respondent or 13 people said interested, 8 respondents said so-so, 2 respondents said not interested, and 2 respondents said very uninterested. 3. the results of the questionnaire showed that 39.1% or 18 respondents felt "halo alumni" helped in finding job information. 15.2% of respondents said so-so and 17.4% of respondents said the application very helpful. 4. 30.4% of the total respondents stated that job information on the application is complete. 10.9% said the information is very complete and 21.7% answered so-so. 5. 34.8% of the respondent stated that the interface of the application is good and 32.6% of respondents the interface is soso. 6. 37 % of respondents answered the menus that exist in the application help them in the use of the application. 16 respondents said so-so, 6 respondents said very helpful, 5 respondents said not helpful, and 2 respondents said very not helpful. 7. 28.3% of respondents stated so-so with the features that exist in the application. 14 respondents or 30.4% answered satisfied with the features provided. 8. 21 or 45.7% respondents answered the notification feature is important. and 11 other respondents answered so-so. the remaining 7 respondents answered very important, 6 respondents answered unimportant, and 1 respondent answered very unimportant. 9. 39,1% or 18 respondents answered it is possible to use the application again in the future. 9 respondents said very possible to use the application again, 9 respondents answered so-so, and 10 respondents answered might not use the application again. 10. 17.4% or 8 respondents answered it is very possible to recommend the application to other alumni. 13 other respondents answered so-so. the remaining 16 respondents answered probably, and 9 respondents said impossible. d. interview the interview was conducted with sscc, in this case, the person who interviewed was lenny setyowati as head of sscc and also the leader of tracer study project. according to her, the application is able to run well, and it's already met the requirements of the initial concept. the application also helps them to spread more about the job information easily. for the graduate’s data, she said that the registration method and profile menu could be more helpful if there is a high awareness from alumni to fill the form. not only fill once but also doing an update in the future. another menu, survey alumni also helped them to spread the questionnaire easier. it proved by the total respondents that are quite high. for the last, she stated that "halo alumni" will be used in the next tracer study project as a tool to gain the alumni information. an application for alumni of soegijapranata catholic university sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 62 issn 2442-7888 (online) doi 10.24167/sisforma v. conclusion from this research, some points that come as a conclusion are: 1. "halo alumni" application helped the alumni, especially alumni from soegijapranata catholic university, to get job's information easily. that statement proved by the result of the questionnaire that state 46.4% of the respondent said the application very helpful and helpful. that percentage is greater than 25% of the respondent who said the application is not helpful. yet, 28.6% of respondent said soso. 2. from the result of the initial interview, the features that formulated is profiled feature, a menu that consists of university's news, a feature to legalizing online, feature to send job vacancy, group discussion, and idea funding feature. 3. university has website pages that consist a lot of news. the technology that used to connect it with the application is rss. alumni are also able to create the feed of the rss through menu pasang loker. another website pages that offer services to alumni are connected with webview. 4. with the registration system at the beginning of the application's flow and existence of profile menu, the university is easier to get the data or information about the alumni. metamorfosa menu becomes the trigger for alumni to update their data because the data is used as a basic reason to do the election of the person that will be profiled. besides that, survey alumni menu also helps the university to get the information related to tracer study. reference [1] p. a. soukup, “smartphones,” vol. 34, pp. 3–40, 2015. [2] a. s, ekonomi : jilid 2. esis. [3] badan pusat statistik, “berita resmi statistik: keadaan ketenagakerjaan februari 2016,” no. 46, pp. 1–6, 2016. [4] s. wahyudin, “mengapa banyak sarjana nganggur?,” 2015. [online]. available: http://infomahasiswa.com/mengapabanyak-sarjana-nganggur/. [5] d. gray, “smartphone apps.,” prof. saf., vol. 59, no. 6, pp. 46–47, 2014. [6] “number of android applications.” [online]. available: https://www.appbrain.com/stats/numb er-of-android-apps. [7] “mengenal android studio.” [online]. available: https://developer.android.com/studio/i ntro/index.html. [8] d. ayers and a. watt, beginning rss and atom programming. wiley, 2005. [9] m. woodman, how to build an rss 2.0 feed. o’reilly media, 2006. [10] k. e. gill, “blogging, rss and the information landscape: a look at online news,” univ. washingt., no. www 2005 workshop on the weblogging ecosystem, p. 7, 2005. [11] j. supranto, statistik: teori & aplikasi, edisi 6, jilid 1. erlangga, 2000. preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 28 issn 2442-7888 (online) doi 10.24167/sisforma preservation of indonesian culture through traditional games application elsa regiana elsareg@gmail.com albertus dwiyoga w., s. kom., m. kom yoga@unika.ac.id fx. hendra prasetya,st.,mt hendra@unika,ac.id system information major, computer science faculty, catholic university of soegijapranata semarang, indonesia abstract – in the face of technological developments that are more advanced, it takes action to preserve the culture. preservation of indonesian culture can be done through the media game. although the game play still has a bad image in the eyes of the parents, but slowly this negative stigma may be reduced if the digital game can be packaged properly as an example as a means to educate children. for that traditional game application titled ensiklo dolanan made with the concept of educational games by presenting information and games around the traditional games are packaged in an interesting way to increase the enthusiasm of children in the effort to preserve the traditional game. keyword: traditional game, cultural heritage, educational game i. introduction playing is a fun activity that has become an inherent need in children [1]. prior to the existence of gadgets, playing not just silent and staring at the screen, but involving members of the body and also the process of social interaction through traditional games. traditional gameplay is a fun activity process by using simple tools according to the circumstances that are the result of local cultural excavations according to the teachings of the ancestors [2]. these are the things that make traditional games have a positive impact on child development. to quote ismatul khasanah, et al, in addition to having a noble meaning, the game. traditionally invites physical and emotional children to engage directly and can teach children to explore and experiment [3]. nevertheless, many traditional games are being abandoned, based on traditional game observer community data, it is estimated that there are more than 1,000 types of traditional games both objects and objects, but only 20 percent of the games are still actively played [4]. to know the existence of traditional games in children's play activities today, the authors surveyed 30 children, with the first question "have you ever played traditional games?" 55% of kids answered that they had played traditional games, 33% answered frequently and 12% answered never. furthermore, the authors provide further questions to know the intensity of these children in playing traditional games with a period of one week. the result, 37% of children answered more than 3 times, 50% of children answered 1-2 times and 13% of children answered never played at all. based on this, it can be seen that children who answered never played traditional games mostly only play it 1-2 times a week. if added with children who never play it, then the conclusion is 63% or 26 children or most respondents not too often never even play preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 29 issn 2442-7888 (online) doi 10.24167/sisforma traditional games, as seen in figure 1 and figure 2. fig. 1 respondents' data never or did not play traditional games fig. 2 the data of respondents to traditional game play habits many efforts have been made by various parties to preserve traditional games such as building museums and making community. in addition to the above efforts, there is nothing wrong if the preservation of traditional games is done by utilizing technological progress following the technology. in the context of culture, utilizing information technology in an effort to preserve the culture is called cultural digitization, this concept can be used by the creative industry in developing educational or gaming applications [5]. digital games or video games are now more striking in the hearts of people because of the growing gadget culture is becoming more sophisticated. according to superdata unity reports a day a mobile game player uses his smartphone to play three sessions with an average playing time of 10 minutes per session [6]. this is also reinforced by the survey that the authors ask through the question "do you play video games often?" of this question 63% of children answered ever and 37% of children answered frequently and 0% answered never. then given the question to find out how much time children play in one day, 73% of children answered play for 1-2 hours, 20% children answered 34 hours and 7% children answered more than 5 hours, as shown in figure 3 and figure 4. fig. 3 respondent data never or not playing games fig. 4 respondents' data on game play habits by looking at the above case the authors take advantage of current technological advances by making androidbased mobile games applications as a medium to introduce traditional games, because the game media is considered to make delivering information becomes easier and more interesting. 12% 55% 33% have you ever played traditional games? never ever frequently 13% 50% 37% how often do you play traditional games in a week? never 1-2 times ≥ 3 times 0% 63% 37% do you play video games often never ever frequently 73% 20% 7% how long do you play the game in a day? 1-2 hours 3-4 hours > 5 hours preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 30 issn 2442-7888 (online) doi 10.24167/sisforma ii. literature review a. traditional game permainan (game) is a noun derived from the word 'main' (the verb). according to kkbi online, ‘main’ means doing deeds for pleasure using either equipment or not. so the game is an object or thing used to play and get pleasure [7]. the traditional term comes from the word tradition; tradition means custom or habit that is still run by society for generations. while traditional has a meaning attitude or way of thinking and behaving that cling to the customs and norms that exist [8]. then the traditional game is something that is done (played) according to hereditary customs to give pleasure. b. cultural preservation preserving does not mean to make it unbearable and durable, but preserving is how we can work hand in hand to preserve the culture for a long time. cultural preservation will not be realized without local strength, inner strength and self-help power of the observers, lovers and supporters and the whole society [9]. according safril mubah to face the challenges of globalization, a strategy is needed in an effort to increase indonesia's cultural endurance [10], one is the use of technology, technology has a great opportunity to master civilization in this era. to utilize technological progress is a strategy that can be done to develop and preserve local cultural values into a product with high added value [10]. c. technology in culture the use of information technology is a benefit expected by it actors in the performance of their duties, measured by the frequency and intensity of utilization and the diversity of applications run [11]. the concept of the utilization of technology in the field of culture is known by the digitalization of culture, namely the use of information and communication technology in terms of documentation and dissemination of information from cultural elements to enhance the existence and preserve the culture of indonesia, cultural elements such as arts, religious systems, science and knowledge, livelihood and economic systems, languages, systems of community organizations and systems of technology and equipment [10]. d. game some notions of digital games are as follows [12]: 1. game is an interactive program that allows one or more players to engage with content especially for entertainment purposes. 2. a popular form of entertainment and media use, which also offers the possibility to learn. 3. an electronic game in which the player controls the image on a television or computer screen. iii. methodology a. objects and location research the object of research this traditional game application is children with an age range of 8-13 years. because this is the age in which children play with game tools and involve their social environment, as can be found in traditional games [13]. as for the selection of research sites conducted several places in the district of semarang and semarang city to see the knowledge and interest about traditional games from various regions. b. data source in the study of traditional game games using two sources of data are as follows: 1. primary data source, data obtained directly through the questionnaire. in this study the primary data source is the conclusion of the results of pre-test questionnaire and post-test and the results of observations to the respondents both before and after playing the game. preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 31 issn 2442-7888 (online) doi 10.24167/sisforma 2. secondary data sources, data obtained from existing data. in this case the authors use the data from previous research through journals or other writings that explain the importance of preserving the traditional game. c. data collection techniques 1. literature / library studies library study is a technique of collecting data and relevant information and underlying research, derived from scientific books, journals, research reports and printed or electronic written sources [14]. the literature sources in this research are taken from journals and articles mainly related to traditional games, ranging from history, types of games, how to play and its benefits. 2. questionnaire the questionnaire is a method of collecting data by providing a set of questions or written statement to the respondent used to obtain information. questionnaires were distributed prior to the creation and after the game creation to find out information as a basis for game creation and the impact of games that have been created and played. iv. results and discussion a. game design prior to the start of game creation, analysis and calculation of pre-test questionnaires were used to measure the extent to which children were familiar with traditional games and also to determine what traditional games would be included in the game. the survey was conducted on 30 children with age limit of 8 13 years with ratio of male and female ratio 53% and 47%. here are some data of pre-test result: first, given the question to find out how interested the child with the traditional game and the result 73% expressed interest, 27% of children expressed great interest. as shown in the diagram in figure 5. fig. 5 diagram of how often traditional games are played then to find out what traditional games that respondents have played given 8 traditional game names and the results as follows: fig. 6 traditional games graphics are often played from the data in figure 6 can be known which traditional games are popular among respondents. layang-layang became the most played game by the 0 22 8 0 5 10 15 20 25 not interested interested very interested how interested are you with traditional games? 0 5 10 15 tidak menjawab mobil kulit jeruk pletokan kapal otok-otok bakiak batok egrang gasing ketapel layang-layang any traditional game that has ever played preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 32 issn 2442-7888 (online) doi 10.24167/sisforma respondents which amounted to 14 children, while the bakiak batok 7 children, pletokan 5 children, gasing 11 children, kapal otok-otok 7 children, ketapel 12 children, egrang 10 children, and mobil kulit jeruk became a game that is rarely played because it is only selected by 3 children. furthermore, to find out if the children know the information and history of traditional games then given the question with the results as in figure 7. fig. 7 respondents' knowledge diagram of traditional game information based on the above diagram analysis, 80% of respondents or 22 children said they do not know about the information and history of the game and the rest is 8 children say know. after considering the pre-test results gameplay and gameplay draft game in a diagram or flowchart to facilitate the process of programming. fig. 8 flowchart keseluruhan sistem game b. games overview ensiklo dolanan is a game created with the concept of encyclopedia by presenting information along with illustrations of images and augmented reality to add insight as well as become a more interesting traditional game introduction media. in the game there are eight types of traditional games are divided into two types of game modes, namely making and playing. make mode contains 4 games with different types of traditional games. the selection of traditional games is based on making steps that are considered easy to apply in children's play activities, with the aim that children can be interested in trying to make their own games. gameplay in create mode is designed in the form of game puzzle with added instructions and gamemaking steps. 0 5 10 15 20 25 30 don't know know very know do you know the information and history of traditional games? preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 33 issn 2442-7888 (online) doi 10.24167/sisforma fig. 9 example menu view ‘ayo membuat’ as for the mode of play, packed with arcade game form with different gameplay on each dolanan or game. fig. 10 example menu view ‘ayo bermain’ c. game test result after making the game, then the next test and the spread of post-test questionnaires to determine the assessment of the game and its influence in the efforts of preservation of traditional games. and obtained the following results: 1) game ensiklo dolanan has interesting theme. fig. 11 analysis diagram of the respondent's interest in game themes based on the diagram in figure 11, 65% of respondents or 21 children agree that game ensiklo dolanan has an interesting theme, 27% of respondents or 7 children stated strongly agree and 8% of respondents or 2 children say hesitate if the game has an interesting theme. thus, a total of 92% of respondents agreed and strongly agree that game ensiklo dolanan has an interesting theme. 2) game ensiklo dolanan has an attractive display design. fig. 12 analysis diagram of the interest of respondents to the game display from the analysis diagram in figure 12 shows, as many as 50% of respondents or 15 children agreed and 37% of respondents or 11 children stated strongly agree that game ensiklo dolanan has an attractive display design while 13% or 4 children expressed hesitancy on the 0% 0% 7% 70% 23% sts ts rr s ss 0% 0% 13% 50% 37% sts ts rr s ss preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 34 issn 2442-7888 (online) doi 10.24167/sisforma grounds they are more interested game with 3 dimension view. 3) game ensiklo dolanan easy to play fig. 13 analysis diagram of the respondent's interest in gameplay based on the diagram in figure 13 obtained the results, 48% of respondents or 14 children agreed and 23% of respondents or 7 children stated strongly agree if ensiklo dolanan is easy to play. while 17% of respondents or 5 children expressed doubt, 10% of respondents or 3 children stated disagree and 3% of respondents or 1 child stated strongly disagree if the game is easy to play because some of them less when playing games with gameplay that need reflex and concentration. 4) informasi dalam game tersampaikan dengan baik. fig. 14 chart analysis of respondents' assessment of game information based on diagram analysis in figure 14, 70% of respondents or 21 children agreed and 23% or 7 children stated strongly agree that the information in ensiklo dolanan is well delivered. while 3% of respondents or 1 child expressed doubt and 3% of respondents or 1 child said disagree, with reasons lazy to read information on the collection menu. 5) game ensiklo dolanan can help preserve traditional games. fig. 15 analysis diagram of respondents' opinions about the benefits of the game from the diagram analysis in figure 15 shows, 54% of respondents or 16 children stated strongly agree and 40% of respondents or 12 children agreed if game ensiklo dolanan can help preserve the traditional game. meanwhile, each 3% or 1 child expressed doubt and disagreed. 6) i became more acquainted with the traditional game. fig. 16 respondents' opinions about getting to know the traditional game from the analysis diagram in figure 16 shows, 60% of respondents or 18 children agreed and 34% of respondents or 10 children stated strongly agree that through this game they become more familiar with traditional games. while each 1 child 3% 10% 17% 47% 23% sts ts rr s ss 0% 4% 3% 70% 23% sts ts rr s ss 0% 3% 3% 40%54% sts ts rr s ss 3% 3% 0% 60% 34% sts ts rr s ss preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 35 issn 2442-7888 (online) doi 10.24167/sisforma or 3% of respondents stated disagree and strongly disagree. 7) i became interested in making a traditional game (dolanan) myself. fig. 17 respondents' opinions about making traditional games from the data in figure 17 obtained the results, 43% of respondents or 13 children agreed and 30% of respondents or 9 children stated strongly agree that they become interested in making their own traditional game. meanwhile, 17% of respondents or 5 children expressed doubt, 7% of respondents or stated 2 children stated disagree and 3% of respondents or 1 child stated strongly disagree. 8) i became more interested in playing traditional games. fig. 18 respondent's opinion about the interest of playing traditional games based on the diagram in figure 18, 47% of respondents or 14 children agreed and 40% of respondents or 12 children stated strongly agree that they became more interested in playing traditional games. meanwhile, 10% of respondents or 3 children expressed doubt and 3% or 1 child stated strongly disagree. 9) i am motivated to preserve the traditional game. fig. 19 respondents' opinions about motivated traditional game play based on the diagram analysis in figure 19, there are 47% or 14 children agreeing and 23% of respondents or 7 children stated strongly agree that they are motivated to preserve the traditional game. while 17% of respondents or 5 children expressed doubt, 10% of respondents or 3 children stated strongly disagree and 3% or 1 child stated disagree. 10) i'm more interested in playing traditional games than modern games. fig. 20 respondents' opinions about the interest between traditional games and modern games based on the data in figure 20, the results obtained 30% of respondents or 8 children agreed and 19% or 5 children stated strongly agree that they are more interested in playing traditional games than modern games. meanwhile, 46% of respondents that 3% 7% 17% 43% 30% sts ts rr s ss 3% 0% 10% 47% 40% sts ts rr s ss 10% 3% 17% 47% 23% sts ts rr s ss 0% 46% 10% 27% 17% sts ts rr s ss preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 36 issn 2442-7888 (online) doi 10.24167/sisforma is 14 children stated disagree and 10% of respondents or 3 children expressed doubt. based on survey obtained results that game ensiklo dolanan have an interest in terms of themes and design looks. in addition, the gameplay in this game is also easy to play. in terms of information delivery, most respondents agree and strongly agree if the in-game information has been well conveyed so as to make the children more familiar with traditional games. while from other data shows game ensiklo dolanan able to increase knowledge and insight of the children about the traditional game. in addition, this game managed to grow the interest of children to make their own traditional games and they also become increasingly interested in playing traditional games. v. conclusion ensiklo dolanan created with the concept of educational games by presenting information and games around the traditional games are packaged in an interesting way to increase the child's enthusiasm in knowing the traditional game. based on the results of game testing can be concluded that game ensiklo dolanan able to increase interest and knowledge of children against traditional games. besides game ensiklo dolanan also make children motivated to participate preserving the traditional game. vi. acknowledge elsa regiana gratefully acknowledged to beasiswa unggulan scholarship support from bereau for planning and international cooperation, ministry of education and culture of indonesia (beasiswa unggulan kemendiknas republik indonesia). references [1] m. s. tedjasaputra, bermain, mainan dan permainan. grasindo, 2001. [2] n. p. e. s. v. winarthi samurih win (bu), mengenal sepintas seni budaya bali. pt. mitra aksara panaitan (mapan), 2010. [3] i. khasanah, a. prasetyo, and e. rakhmawati, “permainan tradisional sebagai media stimulasi aspek perkembangan anak usia dini,” paudia, vol. 1, no. 1, pp. 10–15, 2011. [4] suhendra, “asa permainan tradisional sebelum punah,” tirto.id, 2016. [online]. available: https://tirto.id/asa-permainantradisional-sebelum-punah-bx6w. [accessed: 29-jan-2018]. [5] m. n. . sitokdana, “digitalisasi kebudayaan di indonesia,” semin. nas. teknol. inf. dan komun. (sentika 2015), vol. 2015, no. sentika, pp. 99–108, 2015. [6] r. maulana, “tingkat perkembangan pasar game mobile indonesia tiga kali lipat amerika serikat,” id.techinasia.com, 2017. [online]. available: id.techinasia.com/perkembanganpasar-game-indonesia-salah-satuyang-tertinggi-di-2016/amp/. [accessed: 25-oct-2017]. [7] “main,” kbbi online, 2017. [online]. available: https://kbbi.web.id/main. [accessed: 13-oct-2017]. [8] hamzuri and t. r. siregar, permainan tradisional indonesia. direktorat jenderal kebudayaan, 1998. [9] a. d. karmadi, “budaya lokal sebagai warisan budaya dan upaya pelestariannya,” in dialog budaya jawa tengah: ketahanan budaya preservation of indonesian culture through traditional games application sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 37 issn 2442-7888 (online) doi 10.24167/sisforma lokal di era globalisasi, 2007, pp. 1– 6. [10] a. s. mubah, “strategi meningkatkan daya tahan budaya lokal dalam menghadapi arus globalisasi,” vol. 24, pp. 302–308, 2011. [11] d. h. marbun, “pemanfaatan teknologi sebagai media untuk melestarikan budaya dan nilai luhur bangsa indonesia,” antrophos, vol. 1, pp. 1–7, 2013. [12] “what is digital game,” igi global. [online]. available: http://www.igiglobal.com/dictionary/digitalgame/7625. [accessed: 10-oct-2016]. [13] s. hanrianto, “pengaruh permainan tradisional gobag sodor terhadap peningkatan kemampuan penyesuaian sosial siswa kelas iv di madrasah ibtidhaiyah yaspuri kota malang,” universitas islam negeri maulana malik ibrahim, 2015. [14] s. setiawan, “‘studi kepustakaan’ pengertian & (tujuan peranan sumber strategi),” gurupendidikan.co.id, 2017. [online]. available: gurupendidikan.co.id/studkepustakaan-pengertian-tujuanperanan-sumber-strategi/. sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 8 14 8 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma developing the unpad sas (universitas padjajaran statistical analysis series) software ratna jatnika universitas padjadjaran bandung ratna@unpad.ac.id mustofa haffas universitas padjadjaran bandung haffas@unpad.ac.id hendriati agustiani universitas padjadjaran bandung hendriati.agustiani@unpad.ac.id 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. keywords— software, statistical data analysis i. introduction student in faculty of psychology and other social sciences 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. therefore, teachers of statistics courses often have to work hard to improve their instructional methods. 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 curriculum of statistics in faculty of psychology universitaspadjadjaran by adding spss (statistical packages for social sciences) practicum courses since 2009. the addition of this course is done by hoping that students can more easily calculate various statistical analysis so that statistics will be perceived as easy to understand. in other words, the addition of this course is expected to improve developing the unpad sas (universitas padjajaran statistical analysis series) software sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 8 14 9 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma students' positive attitude towards statistics. the results of research conducted by jatnika&abidin (2013) and jatnika (2015) indicate that there is a significant positive attitude increasing in the cognitive aspects after learningstatistics by using practice method with spss compared with before using practice method. jatnika&abidin (2015) continued their research and found out that positive feelings about statistics need to be developed in order for students to have low anxiety, and low fears and concerns about statistics.students should also feel that statistics is easy, so that they are not being afraid and worried about statistics, also have a more positive attitude towards statistics. therefore, students should grow their interest in statistics in order for not having anxiety, fear and worry on statistics, also to have a positive attitude towards statistics. the results of this study support the results of the previous research, and as a justification that the addition of practical subjects spss is a way that can be done to grow student interest on statistics so that students feel that statistics is easy, and consequently the students do not feel anxious, fearful and worried about statistics. spss (statistical package for the social sciences) is a software package used for statistical analysis. the current spss version (2014) is officially named ibm spss statistics. this product can be used for survey authoring and deployment (ibm spss data collection), data mining (ibm spss modeler), text analytics, and collaboration and deployment (batch and automated scoring services). the software name stands for statistical package for the social sciences (spss), reflecting the original market, although the software is now popular in other fields as well, including the health sciences and marketing. spss is a widely used program for statistical analysis in social science. it is also used by market researchers, health researchers, survey companies, government, education researchers, marketing organizations, data miners, and others (kdnuggets, 2013). the original spss manual has been described as one of "sociology's most influential books" for allowing ordinary researchers to do their own statistical analysis. in addition to statistical analysis, data management (case selection, file reshaping, creating derived data) and data documentation (a metadata dictionary is stored in the data file) are features of the base software (wellman, b, 1998). various statistical data analysis is contained in the spss menu that can be used by students and researchers of psychology and other social sciences to process their research data. however, there are still many statistical data analyzes used by students and researchers which are not available in spss, such as theta, eta, and jaspen correlation, as well as further tests for kruskal wallis and q cochran methods as well as minimum sample size calculations, etc. the importance of these methods in psychological and social research, attracted researchers to develop software to calculate the statistical data analysis. spss software for single user price ranges from 1,170 usd to 7,820 usd or equivalent about 16 million rupiah up to 100 million rupiah. the high price of spss is causing pirated piracy against existing software. therefore, this condition is increasingly encouraging the interest of researchers to develop statistical data analysis software which is cheap, precise, and comprehensive for researchers in the field of psychology and other social sciences. jatnika&haffas (2014) has started to develop unpad sas (universitaspadjadjaranstatistical analysis series) which is software to analyze statistic data not found in spss. the unpad sas that has been developed contains two analyzes, namely: the calculation of the minimum sample size and the pair of comparisonfrom thurstone. the calculation of the minimum sample size performed recently incorporates two methods of calculating the minimum sample size.the making of unpad sas is done by using c++ programming language and method (sdlc = software development life cycle). sdlc is a step or phase sequence that presents a model for development management developing the unpad sas (universitas padjajaran statistical analysis series) software sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 8 14 10 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma and the life cycle of an application or software. this method consists of stages: planning, analysis, design, implementation, testing, maintenance. in 2015, jatnika&haffascontinued to manufacture unpad sas by adding eta, theta, and jaspen correlation calculations which are widely used in psychology and social field but not yet in spss. in 2016, jatnika&haffascontinued to manufacture unpad sas for caculating the minimum sample size, resulting in three methods for calculating the minimal sample size, which are mean estimates, proportion estimates and correlation/regression estimates. initially, unpad sas will be developed in several series of analysis, in which each series consists of several stand-alone modules. patterns developed like this will allow each module to run separately, but the developed series will not be integrated. as a result, the use of unpad sas is inefficient for analyzing diverse data. for that purpose unpad sas needs to be developed in order to run through one door or one system, where each series of analysis will be viewed as incremental analysis modules. therefore it is necessary to create a core system to unify the series of analysis. in addition to making the core system, unpad sas also needs to be developed by adding database management that has the ability to import export files, edit files and data management. unpad sas also needs to be added with various series of statistical analyzes that many other psychology and social science researchers use, but not included yet in spss. the series of analysis is quite a lot and will take a long time to develop it. with the core system, unpad sas is also open for development by other parties, enabling the development of series of analysis to take place more quickly.at the end of this study will be obtained statistical data analysis software named unpad sas, which already has a core system with complete database management and has been equipped with various series of statistical analysis that is: descriptive statistics, minimum sample size calculation, correlation analysis eta, theta, jaspen) and non parametric analysis (including further tests of kruskal wallis and q cochran). therefore the development plan of unpad sas is: 1. the first year: a. modules management and database management b. descriptive statistic 2. the second year: a. minimum sample size b. correlation analysis c. non parametric statistics figure 1 fishbone diagram for the research flow database management which is the core system of unpad sas, consists of: 1. management of table structure: create, edit, insert, and delete variables 2. data management table: addition, editing and deletion of table data 3. standard data manipulation: a. sorting b. select c. replace 4. import and export data: a. copy paste b. writing and reading from and to cvs files (excel) 5. modulesmanagement descriptive statistics consists of: 1. frequency module: a. measured of central tendency b. measured of dispersion c. measured of distribution d. graph (bar, pie) 2. descriptive module: a. measured of central tendency b. measured of dispersion c. measured of distribution developing the unpad sas (universitas padjajaran statistical analysis series) software sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 8 14 11 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma d. standardized z 3. exploremodule: a. boxplot based on previous explanation, the purpose of this research is to develop the most appropriate and "user friendly" unpad sas (database management and statistics descriptive) to analyze statistical data effectively and efficiently. the resulting software will be applied to the teaching of statistics courses, making it easier for students to understand statistics and increase interest and reduce students' anxieties and concerns in studying statistics. ii. literatur review jatnika & abidin (2011), has conducted a study aimed at researching the psychometric properties of the survey of attitudes toward statistics (sats) developed by schau (2003) which has been translated into indonesian. this research was conducted to adapt sats in 81 students of faculty of psychology unpad. the results of this study indicate that sats has goodness of fit index = 0.89, root mean square error of approximation (rmsea) = 0.017 and chi-square = 9.26 (p = 0.32). the alpha cronbach coefficients for the sats aspects are affect (0.844), cognitive (0.766), value (0.716), difficulty (0.400), interest (0.828), effort (0.783). jatnika & abidin (2012) study on 81 students of the faculty of psychology unpad in 3rd semester (have completed the subjects of statistics 1, statistics 2 and statistics 3) also shows that basically the students understand the importance of controlling statistics for the future in their profession later (value). the students have also made strenuous efforts to study statistics (effort). however, the students judge that statistics is a difficult course (difficulty).. in 2012, jatnika & abidin continued their research on 67 students of the faculty of psychology unpad who have completed the courses of statistics 1 and statistics 2 using the wilcoxon test analysis. the results showed that there was a significant positive attitude increase in the cognitive aspects after statistical learning using spss practice method compared with before using spss practice method. this means that after studying statistics using spss practice method, students feel that knowledge and skills in using the science of statistics to be increased. based on the explanation above, in 2014, jatnika&abidin continue their research to identify the factors that influence the mastery of statistics materials on unpad faculty of psychology students. the results of this study provide the findings as shown in the following figure: figure2 identification of factors influencing mastery of statistic material to students of unpad faculty of psychology based on the results of this study, it can be concluded that positive feelings towards statistics should be developed so that students have a low anxiety, as well as low fears and concern to statistics. students should also feel that statistics is easy, so that students are not afraid and worried about statistics, and have a more positive attitude towards statistics. therefore, students should grow their interest in statistics in order for not having anxiety, fear and worry on statistics, also to have a positive attitude on statistics. the results of this study support the results of previous research, and as a justification that the addition of spss practical courses will be a way that can be done to grow student interest in statistics so that students feel that the statistics is easy, and as a result students do not feel anxious, fearful and worried about statistics. in 2014, jatnika&haffashave started to develop alternative software to analyze sta developing the unpad sas (universitas padjajaran statistical analysis series) software sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 8 14 12 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma tistical data named unpad sas (statistical analysis series). unpad sas is software to analyze statistic data not found in spss. the unpad sas that has been developed contains two analyzes, namely: the calculation of the minimum sample size and the pair of comparison from thurstone. in 2015, jatnika&haffascontinue the development of unpad sas by completing other statistical analyzes, namely: theta, eta, and jaspen correlations. results of unpad sas trials of 8 students of faculty of psychology unpadshowed that: 1. unpad sas (statistical analysis series): theta,eta, and jaspencorrelations analysis is software that is "user friendly" to calculate theta, eta, and jaspen correlations. 2. unpad sas (statistical analysis series): theta,eta, and jaspencorrelations analysiscan be used to calculate the correlation of theta, eta and jaspen quickly and accurately. 3. unpad sas (statistical analysis series): theta,eta, and jaspencorrelations analysis needs to be added with import export file facility that is easy to do, for file storage security and to be easily combined with other programs like microsoft office. based on the findings, it appears that unpad sas should be developed with a better database management that has at least the ability to import export files, edit files (copy, cut, clear) and data management (sort, select). in 2016, jatnika&haffasresumed the manufacturing of unpad sas for the minimum sample size calculation so that three methods for calculating the minimum sample size were: mean estimation, proportion estimation and correlation/regression estimation. the results of this study indicate that: 1. unpad sas (statistical analysis series): minimum sample size calculation applicable to calculate minimum sample size for mean estimation, proportion estimation, correlation/regression estimation rapid and accurate 2. advanced research needs to be done to develop the unpad sas (statistical analysis series): calculation of minimum sample size, especially to simplify install mysql program, create more attractive appearance and manual creation with some alternative suggestions in case of error. iii. research methodology computer software development methods are often called software development life cycle (sdlc). sdlc is a step or phase sequence that presents a model for development management and application life cycle or software. methodologies in the sdlc process may vary across industries and organizations, but in general are as follows: 1. planning is the planning stage of the system. this stage emphasizes the aspect of system development feasibility. 2. analysis is a purification step to formulate the necessary functions and operations in the application. 3. design is a stage to describe desirable features and detailed operations, including screen layout, business rules, process diagrams, pseudo and other documentation. 4. implementation is the stage of implementing the design from the previous stages and test. 5. testing is the stage of testing the system that has been made. 6. maintenance is the stage of system operation by users, including maintenance and feedback from users. in a software development, generally there are two parties, the user (user) and the developer (developer). the user is the party that needs the system to be developed or the owner of the project. the developer is the party who works/builds the system or the project implementer. other parties (third parties) may be added. it is the end-user, the party that will actually use the system. in this study the user is the universitas padjadjaran, the developer is the research team, and the end user is anyone who needs developing the unpad sas (universitas padjajaran statistical analysis series) software sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 8 14 13 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma this system. however, the universitaspadjadjaran is represented by the research team in determining the requirement of the system to be developed. in this study, the "planning" phase refers to the goals, benefits, and research urgency so that researchers view this system as feasible to develop. the "analysis" stage will be conducted by reviewing the statistical methods used in this study and formulating the functions and operations required to build this system. the "design" stage will be done by breaking down the results of the analysis. the "implementation" stage will be performed to formulate the system algorithm, coding, and experimenting the system internally. given the team's development team is very little, then the stage of "testing" will be done by involving students to try to use this system. the "maintenance" stage will be done by distributing this system through universitaspadjadjaran to end users. iv. results and discussion in this section will be described the stage of testing unpad sas produced that was tested on 144 students of faculty of psychology unpad. results of student polls on the resulting program can be seen in the following table: table 1 result of polls against software created no items s tr o n g ly d is a g re e d is a g re e a g re e s tr o n g ly a g re e 1 install my sql server is easy to do 5.3 15.8 68.4 10.5 2 install my sql connector is easy to do 5.3 84.2 10.5 3 install unpad sas is easy to do 78.9 21.1 4 setting uo data base is easy to do 10.5 68.4 21.1 5 configuring odbc is easy to do 26.3 52.6 21.1 6 creating data file is easy to do 21.1 63.2 15.8 7 data file storage is easy to do 5.3 63.2 31.6 8 editing data process is easy to do 31.6 63.2 5.3 9 the data input process using this program is easy to do 31.6 57.9 10.5 10 the displayed results are 15.8 47.4 36.8 no items s tr o n g ly d is a g re e d is a g re e a g re e s tr o n g ly a g re e easy to understand 11 display databases that appear is interesting 57.9 42.1 12 the process of importing data from other programs (spss, excel, etc.) is easy to do 10.5 10.5 63.2 15.8 13 the database management module is easy to understand 89.5 10.5 14 the process of data analysis using descriptive statistics on the program is easy to do 68.4 31.6 15 display of descriptive statistics is interesting 47.4 47.4 5.3 16 the graphic view is interesting 63.2 31.6 5.3 17 the descriptive statistics module is easy to understand 73.7 26.3 note: all values in percent the inputs provided to refine the program are: 1. the install process is made easier 2. the process of data input is made easier, so that when an error occurs in input data does not need to exit the application first 3. reduce the bug so that when an error occures it does not become an application error 4. graphical display made more interesting based on the data in table 1 above, it appears that in general software programs for database management and descriptive statistics are already software that is "user friendly". this is evident from the results of a user poll stated that 79% of users agree and strongly agree that this program making the data file is easy to do. it also appears that 94.8% of users stated that file storage is also easy to do. this is supported also by the existence of 68.4% of users stated that data input is easy to do, 68.5% said edit data is easy to do. descriptive statistics data analysis is also easy to do and easily understood which is indicated by 100% of users who agree and strongly agree. as for 52.7% of users stated that the descriptive statistics view is interesting and only 36.9% of users said the display graph is interesting. developing the unpad sas (universitas padjajaran statistical analysis series) software sisforma: journal of information systems (e-journal) vol. 5 no. 1 may 2018: 8 14 14 p issn 2355-8253 | e issn 2442-7888 | doi 10.24167/sisforma v. conclusions based on the results of the experiment can be concluded that unpad sas (database management and descriptive statistics) is the right software and "user friendly" to analyze statistical data effectively and efficiently. the resulting software must be improved to make the output look more attractive. this software will be applied to the teaching of statistics courses, making it easier for students to understand statistics and increase interest and reduce students' anxieties and concerns in studying statistics. this software can also reduce the rampant piracy of software that occurs. references [1] jatnika, ratna, “the psychometric properties of student attitudes toward statistics”, international meeting of psychometric society, hongkong, 2011 [2] jatnika, ratna and abidin, fitri, the effect of practicum method to students attitudes toward statistics, international conference on applied statistics, bandung, 2013. [3] jatnika, ratna and abidin, fitri, models of factors affecting the student mastery of statistics in psychology faculty universitaspadjadjaran, asian association of indigenous and cultural psychology conference, bandung, 2015 [4] jatnika, ratna, the effect of spss course to students attitudes toward statistics and achievement in statistics, international journal of information and education technology, vol. 5 no. 11, iacsit press, 2015 [5] jatnika, ratna and haffas, mustofa, universitaspadjadjaran statistical analysis series: theta, eta, and jaspen correlation, 9th annual international conference of education, research and innovation (iceri 2016), seville spain, 2016 [6] "kdnuggets annual software poll: analytics/data mining software used?" kdnuggets, may 2013 [7] schau, candace, students’ attitudes: the “other” important outcome in statistics education, 2003 joint statistical meetings section on statistical education, 2003 [8] wellman, b. "doing it ourselves: the spss manual as sociology's most influential recent book." pp. 71–78 in required reading:sociology's most influential books, edited by dan clawson. amherst: university of massachusetts press, 1998 university-level of elearning in asean it governance in news company using cobit 5 frameworks sisforma: journal of information systems (e-journal)vol.6 | no.1 |th. 2019 page 7 issn 2442-7888 (online) doi 10.24167/sisforma i g n c u c 5 f agustinus adi prawoto universitas bunda mulia jakarta adi.prawoto01@gmail.com abstract— the object of this research is pt kmn which is one of the largest media companies in indonesia that focuses on reporting or providing the latest information on a national scale. the problem that occurs in this company is the difficulty of grouping complaints to the helpdesk and supporting divisions through the application and the success rate in returning data that does not reach 50% which makes all data that is backed up and carried out regularly becomes useless. the author conducted an audit on the microsoft system center 2012 r2 application to find out whether it was in accordance with business process procedures, data accuracy, and problem management. the author analyzes and chooses to use the cobit 5 framework in this study. the research methods carried out are interviews and direct observation in the part of the company concerned. the chosen domain is deliver, service and support (dss) which focuses on the it process dss01 had an average value of 2.6 and dss02 had an average value of 2.43. keywords— audit, cobit 5, dss, pt kmn i. introduction current technological developments have brought changes in business travel and human interaction. most organizations have been fully integrated by information technology [1]. this makes many large companies compete the race to develop an effective system to achieve the goals of companies or organizations in utilizing the role of information technology. in addition, it will be vital in work activities and also information technology has a major impact on the organization's business management [2]. ineffective it governance can cause business losses, unexpected costs, low quality of it use and failure to deliver value to the company [3]. technology is also applied to companies engaged in the media, the development of the sectors (and industries) of the media cannot be separated from technological progress, development by market dynamics (such as the creation of arrangements and demand in media and infrastructure content), and political policies (such as power) [4]. mass media containing information that is more trusted and consumed by the public can be used as an effective means to lead the public [5]. the application of the right technology should be an added value, here what is more emphasized is the issue of depth (quality) of data not the amount (quantity) of data [6]. the use of technology and information seems to present "the world in hand [7]. pt kmn is a company engaged in newspaper publishing. media companies are aware of the importance of technology to support the company's business processes [8]. in running the company, the company is supported by a special division to handle internal parts of the company that support the needs of each company division, namely the helpdesk and support (hds) division. the hds division has a very important role that is to facilitate all use of it devices in the scope of the company and government agencies that report every problem faced [9]. the complaints process will be carried out directly by the division by writing complaints to applications that have been provided and then submitted and received directly by the hds division to be followed up based on existing complaints. the system used by this company is an application released by microsoft, it governance in news company using cobit 5 frameworks sisforma: journal of information systems (e-journal)vol.6 | no.1 |th. 2019 page 8 issn 2442-7888 (online) doi 10.24167/sisforma namely microsoft system center 2012 r2 which is the only product that can be integrated in most of the central system series and active directory [10]. this application creates and maintains dynamic database management services that enable interaction in all divisions, both inside and outside the it department. microsoft's central system application has not been audited and has never measured the level of success in supporting company activities every day. the author sees a problem that occurs in grouping complaints from each division. each complaint is generally grouped according to the level of urgency of the problem. but what happens is that all complaints are included at the level of the incident. because complaints at other levels must go through a very complicated process and need to configure events before they are reported. this makes the performance of the hds division work ineffective and reduce the speed of solving problems that are actually very urgent in the company. the key to the success of an organization depends on how far the company can manage and control it facilities as they should, to ensure that the expected benefits are realized [11]. the author will focus the research on the dss process by focusing on the dss01 and dss02 processes which will review the company's ability to solve problems and complaints that occur. dss01 was chosen because this domain focuses on how the company manages the company's operational activities every day both from the performance of microsoft system center software applications and employee work operations. and dss02 was chosen because this domain focuses on how this company makes service back to normal, recording and meeting user requests; and record, investigate, diagnose, improve and resolve incidents. it is expected that with this audit the company will get an idea of how the application is running and recommend and provide input so that the company can run better. ii. literatur review the author analyzes using the cobit 5. cobit framework is a set of guidelines that apply and are applied to support and assist it management [12]. the cobit framework is concept-oriented and standards-oriented, focused on existing business objectives and is a managerial and technical tool for it units called isaca in 1992 [13]. in 2012, a new cobit framework was released, namely the cobit 5 framework which is the successor reference model of the cobit process model 4.1. cobit 5 is a comprehensive framework that is used to help companies achieve their goals by optimizing it management [14]. cobit 5 has 5 domains that are used as guidelines for these domains are evaluating, directing and monitoring (edm), aligning, planning and organizing (apo), building, acquiring and implementing (bai), delivering, service and support (dss) and monitoring, evaluating and assessing (mea) [15]. figure 1 explains how to determine the level of ability of a domain and the level of existing processes based on interviews and observations made by the author. see fig. 1 process capability levels. figure 1. process capability levels [16] the scale used to measure the process is [17]: not achieved (n): there are any attributes from the process that are valued at 0% 15%. reached partially (p): there is some evidence that the achievement of process attributes is assessed at 15% 50%. most achieved (l): there is evidence of systematic use and significant it governance in news company using cobit 5 frameworks sisforma: journal of information systems (e-journal)vol.6 | no.1 |th. 2019 page 9 issn 2442-7888 (online) doi 10.24167/sisforma achievement of the assessed process attributes but still requires improvement in some deficiencies related to this attribute. can be found in the assessment process 50% 85%. achieved fully (p): there is complete evidence that a full and systematic achievement has been made of the attribute process which is assessed 85% 100%. in table 1, we will explain the criteria for the company to reach the process level. see table 1 capability model of cobit 5 process. table 1 capability model of cobit 5 process [18] process level capability 0 (incomplete) not implementing the process and not achieving the goal at all. at this level there is no evidence that the process has been implemented. 1 (performed) at this level the process has reached its goal. the process level attribute is process performance. 2 (managed) the processes that have been carried out are implemented, produce products, organize and carry out maintenance. process attributes are in performance management and work product management. 3 (established) manage processes to reach specified limits and contribute to achieving results. the process attribute is in process definition and deployment process. 4 (predictable) the process operates according to what has been determined to achieve the expected results, in other words the process plays a major role in achieving results. the process attributes at this level are process management and process control. 5 (optimizing) the process can be predicted and continuously improved so that it can adapt to the current business objectives with relevant projections. the process attribute at this level is process innovation and process optimization. iii.research methodology in this chapter the author will explain the research methodology that has been done in this study; the method will be explained in fig. 2 research methodology: figure 2. research methodology [19] 3.1 identifications of problems the first step that is done by the author is to do literature studies. the next step the writer determines the domain that is in cobit 5 based on research. determine the scope of the study and the limitations of the problem in conducting research. 3.2 research design when entering at the second stage, the writer performs a description of the research method that will be used to measure the level of ability of the system in accordance with the boundaries of the problem and the scope of the study that has been predetermined. prepare a list of questions that will be asked to informants when conducting interviews. conduct implementation checks that have been used that are relevant to the limits that need to be observed. 3.3 data analysis conduct an application system analysis that is the focus of research and make adjustments to existing documents. after all the analysis and required documents are available, interviews are conducted based on the specified domain. 3.4 evaluation it governance in news company using cobit 5 frameworks sisforma: journal of information systems (e-journal)vol.6 | no.1 |th. 2019 page 10 issn 2442-7888 (online) doi 10.24167/sisforma provide recommendations that can be a reference in increasing the level of assessment that has been done by the author and make a report on the results of research to the company. iv. results and discussion this section will explain and discuss the analysis carried out based on the cobit methodology and framework 5. the author will discuss the results of 2 domains namely dss01 and dss02. to produce an assessment of the current company and provide recommendations to reach the expected level. a. dss01 manage operations 1. dss01.01 perform operational procedures in sub-process, this will discuss operational management to maintain and carry out operational procedures based on scheduling, data security, and backups that are carried out in accordance with established procedures and conditions. this print media company backups data every week, but the drawback is the difficulty of restoring backed up data to retrieve it in the event of data loss. for the percentage restore itself the success rate that can be achieved does not reach 50%. this sub-process has a process attribute achievement that stops at 3.1 process deployment, so the level capability in this sub-process is level 2 managed process. the recommendation for this sub-chapter is to improve the backup facility so that it can increase the level of success in restoring data. 2. dss01.02 manage outsourced it services in this sub-process defines the management of relationships between companies and service providers about systems that are running as supporting business processes of the company. discuss the relationship between service providers and the company's internal it management processes which include performance, planning, change, configuration, internal service and performance monitoring. the application system used by this company is a product released by microsoft. if there is a change or update on the application then you must install the rpt again and need an old .net, whereas the usual .net cannot be used in the latest application updates. so that causes applications in this company difficult to update regularly. based on the results of data analysis, this subdomain process attribute 2.2 that works product management and is capability level in level 2 that is managed process. the recommendation for this sub-section is to use additional applications or connectors to make it easier if an error occurs so you have to use other computer facilities and if to do regular updates. 3. dss01.03 monitor infrastructure in this sub-process, discuss on identifying the level of information to be recorded based on a consideration of risk and performance, managing infrastructure lists, and establishing procedures for monitoring event logs and conduct regular reviews. the company has been reporting for monitoring event logs with reporting letters that are made on time and well documented, but no one is responsible for monitoring infrastructure. this sub-process has a process attribute that stops at 3.2 process deployment, so the level capability in this sub-process is level 2 managed process. the recommendations for this sub-section are adding employees or appointing employees to be specifically responsible for monitoring infrastructure. 4. dss01.04 manage the environment this sub-process discusses how to manage the environment around the company, which includes the laying out of it equipment, policies when it wants to access or enter the it environment, identify possible problems such as human error or natural disasters and how companies manage devices in monitoring and controlling the it environment. relating to the management of the work environment has been done well, there is identification of fire disasters, and training for employees in the event of a fire disaster. as well as to enter it facilities not everyone can it governance in news company using cobit 5 frameworks sisforma: journal of information systems (e-journal)vol.6 | no.1 |th. 2019 page 11 issn 2442-7888 (online) doi 10.24167/sisforma enter without access. but there is no structured facility layout procedure. this subprocess has a process attribute achievement that stops at 3.2 process deployment, then the level capability in this sub-process is level 3 managed process. the recommendations for this sub-section are to make written regulations when in the it room and make standards to regulate it facilities. 5. dss01.05 manage facilities management of company facilities and assets including managing electricity equipment and internal communication adapts to legal procedures, technical and business requirements, vendor specifications and safety considerations. the company has a generator just in case the power outages are working properly, the design of the workspace is in accordance with the standards of health and cabling in accordance with predetermined standards. this sub-process has the achievement of process attributes that stop at the measurement process 4.1 but the achievement of process attributes does not reach process control process 4.2, then the level of capability in this sub-process is the level 3 process specified. the recommendations for this sub-section are to pay attention to facility maintenance and develop more structured analysis results reports such as directly through the application. to get a clear picture and understanding, it can be done by mapping the process attributes (pa). mapping is done to find out the achievement of information systems based on the results of interviews and observations in the company. mapping the process of this attribute is needed to get the ability level of each sub-process in the domain. each attribute process must achieve fully or mostly be achieved to be able to go up to the next level. for each pa that is only in the first level (e.g. 2.1, 3.1, 4.1 and 5.1), then the level capability obtained is 1 level under pa. so, the process with pa 2.1 only has a level of ability 1. for 4 assessment levels in each pa have been explained in table 2 mapping process attributes form dss01. table 2 mapping process attributes form dss01 it proce sses p a 1. 1 p a 2. 1 p a 2. 2 p a 3. 1 p a 3. 2 p a 4. 1 p a 4. 2 p a 5. 1 p a 5. 2 dss0 1. 01 f f f f n n n n n dss0 1. 02 f f f n n n n n n dss0 1. 03 f f f f f n n n n dss0 1. 04 f f f f f n n n n dss0 1. 05 f f f f f f n n n based on the results of the interviews conducted in table 2, it can be seen in the dss0.01 it process and dss01.01 in the process attribute (pa) 3.1. the ability level for these two processes is at level 2. for ti dss01.03, dss01.4 and dss01.5 processes achieve pa 3.2 with the value of capability level 3. the dss01 results (manage operations) show the overall level of ability in the dss01 sub-process and the results of the average it process will be shown in table 3 process capability domain dss01 manage operation. table 3 process capability domain dss01 manage operation domai n description proces s attrib utes capabi lity level expe cted level dss01 . 01 perform operational procedures 3.1 2 3 dss01 . 02 manage outsourced it services 2.2 2 3 dss01 . 03 monitor infrastructure 3.2 3 3 dss01 . 04 manage the environment 3.2 3 4 dss01 . 05 manage facilities 4.1 3 4 averag e 2.6 b. dss02 1. dss02.01 define incident and service it governance in news company using cobit 5 frameworks sisforma: journal of information systems (e-journal)vol.6 | no.1 |th. 2019 page 12 issn 2442-7888 (online) doi 10.24167/sisforma request classification schemes determine demand and service clarification schemes and models. determine the event model to find out known errors in order to enable effective and efficient resolution. the company already has procedures that must be carried out for if an error occurs, namely by directly handling the it staff concerned and there is already documentation about errors that occur in the form of e-mail. but if an error occurs that causes the application to be unusable at all the company has prepared a backup device for a temporary replacement. this sub-process has a process attribute achievement that stops at 3.2 process deployment, then the level capability in this sub-process is level 3 managed process. the recommendations for this sub-section are to improve the quality of resources to reduce the occurrence of configuration errors. 2. dss02.02 record, classify and priorities requests and incidents identify, record and clarify service requests, complaints and incidents, and set priorities in accordance with the critical and business service agreements. log all service and incident requests, record all relevant information so that it can be handled effectively and full historical records can be maintained, the company has implemented a recording procedure if an error occurs so that if a similar problem occurs, then the settlement can be easier. but in terms of grouping problems based on the level of urgency still have to be done manually, because the microsoft system center is applied, all complaints are included as incidents, because to make a complaint in the problem grouping, change and service requests must first configure, this becomes complicated for the user. based on the results of data analysis, this subdomain process attribute 2.2 that is work product management and is capability level in level 2 that is managed process. the recommendation for this sub-section is to simplify the problem, change and service requests so that the application can be used optimally and effectively. 3. dss02.03 verify, approve and fulfil service requests fulfill requests by performing the selected request procedure, using, if possible, self-help automatic menus and predetermined request models for frequently requested items. companies can ask developers for help if an error occurs in the application and are carried out based on the provisions of the sla. in the application there is no report error and contact us menu so that if an error occurs in the application that requires help from the developer, then contacted manually by the company. this sub-process has a process attribute achievement that stops at 3.1 process deployment, so the level capability in this sub-process is level 2 managed process. the recommendation for this sub-chapter is to add a report error and contact us feature so that it can directly confirm the detailed errors that occur so that for a mild error developer can directly provide solutions correctly through the application. 4. dss02.04 investigate, diagnose and allocate incidents identify problems that occur, record symptoms of the problem, determine the root cause of the problem and find a solution. set events to specialist functions if deeper expertise is needed, and involve appropriate management if needed. the company will make efforts to resolve errors that occur in the application but if it is difficult to overcome, the company will ask for help from the developer to handle errors. every error that occurs will be recorded in the it logbook, making it easier to handle if the same error occurs. this sub-process has the achievement of process attributes that stop at 4.1 process measurement and do not achieve the process 4.2 process control, then the level of capability in this sub-process is the level 3 established process. the recommendation for this sub-chapter is that companies can maintain and improve quality in handling errors, so that the process can be measured quantitatively resulting in a stable process and can be predicted according to predetermined limits. it governance in news company using cobit 5 frameworks sisforma: journal of information systems (e-journal)vol.6 | no.1 |th. 2019 page 13 issn 2442-7888 (online) doi 10.24167/sisforma 5. dss02.05 resolve and recover from incidents document, implement and test appropriate solutions or solutions identified and take remedial actions to restore it related services. archive incident resolution and assess whether the resolution can be used as a source of knowledge in the future. the company carries out error handling that occurs quickly, namely the range of 1-2 hours for production facilities, recording in every error that occurs and having a server to backup company data. but it has one drawback, namely in restoring backup data, the percentage of success does not reach 50% so that it once caused data to be lost. based on the results of data analysis, this subdomain process attribute 2.2 that works product management and is capability level in level 2 that is managed process. the recommendation for this sub-section is to upgrade the restore facility so that when a disaster strikes, data can be restored with a higher success rate. 6. dss02.06 close service requests and incidents perform verification with the users involved (in this study are internal employees) that the request has been fulfilled based on the level of satisfaction. the company verifies with the developer if the problem in the application has been resolved in the form of a ticket from the company and from the developer also confirms closing the ticket if the problem has been resolved. this sub-process has the achievement of process attributes that stop at 4.1 process measurement, then the level of capability in this sub-process is the level 3 established process. the recommendation for this sub-chapter is that companies can maintain and improve until the process can be measured quantitatively resulting in a stable process so that the results or products can be measured and predicted. 7. dss02.07 track status and produce reports structurally searches, analyzes and reports on events to fulfill trends so as to provide continuous improvement information. the company provides guidance to employees to manage minor errors in the application. every error that occurs is recorded in the logbook and made a report but the sla provisions are not considered by the company. the company keeps records of errors that have occurred but bookkeeping is not done periodically. based on the results of data analysis, this subdomain process attribute 2.2 that works product management and is capability level in level 2 that is managed process. the recommendation for this sub-section is for companies to pay more attention to the provisions of the sla and schedule it regularly so that the books on errors that have occurred can be recorded properly. in table 4, the process attribute mapping form dss02, describes the process of mapping the dss02 attribute from the it process and determining the capability value. table 4 mapping process attributes form dss02 it proce sses p a 1. 1 p a 2. 1 p a 2. 2 p a 3. 1 p a 3. 2 p a 4. 1 p a 4. 2 p a 5. 1 p a 5. 2 dss0 2. 01 f f f f f n n n n dss0 2. 02 f f f n n n n n n dss0 2. 03 f f f f n n n n n dss0 2. 04 f f f f f f n n n dss0 2. 05 f f f n n n n n n dss0 2. 06 f f f f f f n n n dss0 2. 07 f f f n n n n n n based on the results of the interviews conducted in table 4, it can be seen in the dss02.2, dss02.5 and dss01.01 in the process attribute (pa) 2.2. the ability level for these three processes is at level 2. for dss02.3processes achieve pa 3.1 the ability level for these process is at level 2. dss02.4 and dss02.6 processes achieve pa 3.2with the value of capability level 3. the dss02 (manage service request and it governance in news company using cobit 5 frameworks sisforma: journal of information systems (e-journal)vol.6 | no.1 |th. 2019 page 14 issn 2442-7888 (online) doi 10.24167/sisforma incidents) results show the overall level of capability in the dss02 sub-process and the average results for the dss02 it process itself shown in table 5process capability domain dss02 manage service request and incidents. table 5 process capability domain dss02 manage service request and incidents do mai n description proces s attrib utes capa bility level expec ted level ds s02 . 01 define incident and service request classification schemes 3.2 3 3 ds s02 . 02 record, classify and priorities requests and incidents 2.2 2 3 ds s02 . 03 verify, approve and fulfill service requests 3.1 2 3 ds s02 . 04 investigate, diagnose and allocate incidents 4.1 3 4 ds s02 . 05 resolve and recover from incidents 2.2 2 3 ds s02 . 06 close service requests and incidents 4.1 3 4 ds s02 . 07 track status and produce reports 2.2 2 3 all the calculations in each table, it can be seen that the levels in the sub-processes in the domain dss01 and dss02 are on average at level 2. for more details, can be seen in figure. 2 which describes the results of recapitulation of the calculation of domains dss01 and dss02. the fig. 3 recapitulation result from subdomain dss01 and dss02 capability model of cobit 5 process that will be presented below illustrates the current level and the expected level of domain calculations that have been made. figure 3. recapitulation result from subdomain dss01 and dss02 from the figure 3, it can be concluded that the company has implemented the cobit system very well. although there are still many things that need to be improved better in the future. we can see that the blue line is the current level and the orange line itself is the condition expected by the company. in the average domain dss01 is already very good because on the dss01.3 domains which focuses on monitoring infrastructure and related events it has succeeded in achieving the expected results. on the average domain dss02 is still in the level of capability level 2 managed processes. v. conclusion from the discussion above, it can be concluded that the company has carried out maintenance, optimization and management problems quite well. they can quickly take action if a problem occurs and quickly process the problem with a solution. with procedures that have been well structured for their own operations in this company. from dss01 subdomains, there is still a need to make improvements in relation to performing operational procedures and managing outsourced it services. especially regarding data backup management and application optimization. so in this sub-domain, the level of ability reaches 2.6. dss02 sub-domain there is still a need to make improvements in connection with service request classification. especially regarding the grouping of complaints according to the criteria of incident, problem, change and service request. so in this subdomain, the level of ability reaches 2.43. 0 1 2 3 4 dss01.1 dss01.2 dss01.3 dss01.4 dss01.5 dss02.1 dss02.2 dss02.3 dss02.4 dss02.5 dss02.6 dss02.7 curent level expected level it governance in news company using cobit 5 frameworks sisforma: journal of information systems (e-journal)vol.6 | no.1 |th. 2019 page 15 issn 2442-7888 (online) doi 10.24167/sisforma the limitations of this study are still lacking in service delivery and overall support. the dss domain within the cobit 5 framework has 6 it processes. in this study, the authors only used 2 it processors namely dss01 and dss02. this process is used to reduce the frequency of the process. however, these 2 it processes are the most appropriate for the audit focus. suggestions for further research that needs to be carried out more comprehensively by connecting with it frameworks such as balance scorecard (bsc) or itil to maximize valuation not only in terms of system implementation but also business value of organizational / company alignment. references [1] j. f. andry, “audit of it governance based on cobit 5 assessments: a case study,” teknosi, ii (2), 27-34, 2016. [2] n. azizah, “audit sisteminformasi menggunakan framework cobit 4.1 pada e-learning unitsu jepara,” jurnal simetris, vol. 8 no. 1, 2017. [3] s. fajarwati, sarmini, y. septiana, “evaluasi tata kelola teknologi informasi menggunakan kerangka kerja cobit 5 (evaluation of information technology governance using cobit 5 framework),” juita, vol. vi, no. 2, 2015. [4] y. nugrogo, m. f. siregar, s. laksmi, “memetakan kebijakan media di indonesia,” jakarta: centre for innovation policy and governance, 2012. [5] l. e. p. hartanti, “kebijakan media televisi di era media baru,” jakarta: unika atma jaya, vol. 4, no. 1, 2015. [6] r. krisyantono, “teknik praktis riset komunikasi,” jakarta: kencanaprenada media group, 2006. [7] d. m. hamna, “eksistensijurnalisme di era media sosial,” jurnalisa, vol. 03 no. 1, 2017. [8] l. a. prabawa, m. rizan, “perkembangan teknologi informasi dan komunikasi, inovasi, kepemimpinan dan kinerja perusahaan: studi transformasi pt. pos indonesia,” jurnal pendidikan ekonomi dan bisnis, vol. 3 no. 1, 2015. [9] a. mustofa, “sisteminformasi ithelpdesk pada universitas amikom yogyakarta berbasis web,” jurnalinformatika dan komputer (jiko), vol. 2 no. 2, 2017. [10] t. ellermann, k. wilson, k. nielsen, j. c. m. tulloch, series editor, “microsoft system centre optimizing service manager,” washington: microsoft press, 2013. [11] j. f. andry, “process capability model based on cobit 5 assessments (case study),” jatisi, 3(1), 23-33, 2016. [12] m. rubino and f. vitolla, “internal control over financial reporting: opportunities using the cobit framework,” managerial auditing journal, vol.29 iss 8 pp 29(8), 736-771, 2014. [13] isaca, “isaca 2013 annual report,” rolling meadows: isaca, 2013. [14] r. e. putri, “penilaiankapabilitas proses tata kelola ti berdasarkan proses dss01 pada framework cobit 5,” jurnalcoreit, vol. 2, no.1, 41-54, 2016. [15] isaca, “cobit five: a business framework for the governance and manajement of enterprise it using cobit 5,” isaca usa, 2012. [16] isaca’s cobit, “self-assessment guide: using cobit 5,” usa, 2013. [17] isaca, “cobit® supplementary guide for the cobit 5 process assessment model (pam),” isaca usa, 2012b. [18] g. braga, “how cobit 5 improves the work process capability of auditors, assurance professionals and assessors,” isaca journal, vol. 1, 2016. [19] r. wijaya and j. f. andry, “performance measurement of jp soft application using cobit 5 framework,” unipdu, 2018. javanese gender speech recognition based on machine learning using random forest and neural network sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 50 issn 2442-7888 (online) doi 10.24167/sisforma javanese gender speech recognition based on machine learning using random forest and neural network kristiawan nugroho amik jakarta teknologi cipta kristiawan1979@gmail.com abstract — speech is a means of communication between people throughout the world. at present research in the field of speech recognition continues to develop in producing a robust method in various research variants. however decreasing the word error rate or reducing noise is still a problem that is still being investigated until now. the purpose of this study is to find the right method with high accuracy to classify the gender voices of javanese. this research used a human voice dataset of both men and women from the javanese tribe which was recorded and then processed using a noise reduction preprocessing technique with the mfcc extraction feature method and then classified using 2 machine learning methods, namely random forest and neural network. evaluation results indicate that the classification of javanese accent speech accents results in an accuracy rate of 91.3 % using random forest and 92.2% using neural network.. keywords:speech, random forest, neural network, accuration i. introduction speech recognition technology is increasingly developing following the development of science and technology. some technology giant companies have started their research in speech recognition, including microsoft, apple and google by producing various forms of applications such as google now, siri, or cortana virtual assistants. these various technologies are also still developing as more and more researches are carried out in the field of recognition. sound. the history of research in the field of speech recognition has begun since 1952 researchers from bell labs built a system by the name of audrey to recognize one-digit speakers. in the 1970s darpa funded speech understanding research which is speech recognition research that functions to find vocabulary size. a pretty phenomenal speech recognition product was produced by google in the 2000s in the form of google voice search which is supported by around 30 languages around the world. researchers around the world are still trying to build various methods and algorithms that are robust and have high accuracy in speech recognition. some research on speech recognition includes speech recognition with artificial neural networks with the method of voice recognition with mel frequency cepstral coefficient (mfcc) and dynamic time warping (dtw) techniques [1], voice recognition using hidden markov mode [2] which results in accuracy up to 86.67%, research speech recognition by combining the artificial neural network method with hidden markov model [3], hindi voice recognition with hidden markov model [4], voice recognition for the biometric field with the vector quantization method [5]. research on voice recognition in the groundwater was also carried out using melfrequency cepstrum coefficients (mfcc) and adaptive neuro-fuzzy inferense system (anfis) resulting in an accuracy rate of 95.90% [6]. markov models with different letter tests produce an accuracy of 54.6% [7]. various studies on speech recognition as has been done above still do not really produce the best accuracy in speech recognition, researchers are still trying to overcome various problems that often occur in speech recognition including how to javanese gender speech recognition based on machine learning using random forest and neural network sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 51 issn 2442-7888 (online) doi 10.24167/sisforma reduce noise and reduce high data dimensions. this paper discusses the recognition of javanese gender speech using machine learning. research begins with sound recording and then the sound results are processed using the adobe audition application which is then performed feature extraction. the results of feature extraction will be evaluated by measuring the level of accuracy in its classification so that the results of speech recognition accuracy can be compared using 2 methods, namely random forest and neural network. ii. method a. dataset research on the javanese speech recognition in this paper uses a private dataset by recording the words "eating", "drinking" and "sleeping", each of which is spoken 10 times by 5 men and 5 women. here are the sound recording settings in adobe audition: figure 1. speech recording settings then after recording, each sound is cut in the same duration of time that is 80631 to then be stored in respective folders. b. preprocessing preprocessing is a stage in processing the raw dataset, in this case the sound dataset to be cleaned of noise disturbances by reducing noise by utilizing the noise reduction feature in adobe audition. c. feature extraction speech recognition dataset from male and female gender from the javanese tribe is still in the form of a wav sound file which after being framing will then be processed with a feature extraction deungan to be a form of data that is ready for classification. in performing the dataset extraction feature, this paper uses matlab software using the mfcc (mel frequency cepstral coefficients) method, the mfcc is a method used to contract the unique sounds of humans [8]. using the mfcc function, each dataset is extracted to produce a unique feature for each sound to produce 150 wav file data record records for later labeling as a requirement for the classification process . d. classification 1. random forest method random forest is one of the methods of machine learning that is widely used by researchers. this method is one way in machine learning to manage large amounts of data. random forest for the first time was introduced in a paper by leo breiman, this paper contains a model for constructing uncorrelated tree forests using procedures such as cart (classification and regression trees), which can be hybridized by optimizing random nodes and bagging [9]. random forest is a method that produces a high level of accuracy, but this method requires a high time compared to other methods [10]. however, the random forest method also has advantages over other methods, which are suitable for classifying high-dimensional data [11]. 2. neural network method neural network is a method implemented in machine learning that is implemented like an imitation of the human brain [12]. some of the features and advantages of neural networks include [13]: a. adaptive learning neural network takes a copy of the human brain along with the ability to learn and adjust the concept of work while learning. b. parallel operation the concept in neural networks works in parallel which can adjust as in the human brain. javanese gender speech recognition based on machine learning using random forest and neural network sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 52 issn 2442-7888 (online) doi 10.24167/sisforma c. classification and recognition neural networks can also be used in pattern recognition, data classification and other applications that have unclear data. d. more fast neural networks also have the advantage of faster processing when compared to the human brain. iii. results and discussion research on the javanese speech recognition uses several stages which include: a. orange application orange is an opensource application that can be used in machine learning in data mining, analysis and data visualization activities [14]. the orange application was made by scientists at ljubljana university using the python, cython, c ++ and c programming languages [15]. b. design figure 2. orange design figure 2 above shows the javanese gender voice dataset file which is preprocessed later by using the neural newtwork and random forest methods the results of the two methods are evaluated and the results are also displayed in the confusion matrix. c. evaluation figure 3. orange test score the measurement results of 2 methods of neural network and random forest can be seen in figure 2 above where the random forest method produces an accuracy rate (ca) of 97.4%, f1 measure, precision and recall of 91.3% while the neural network method produces an accuracy level (ca) of 98.7% , f1 measure, precision and recall at 92.2%. d. confusion matrix 1. neural network figure 4. nn confusion matrix confusion matrix with the neural network method in figure 4 above shows the level of accuracy that can be calculated with the formula: 𝑇𝑃+𝑇𝑁 𝑇𝑃+𝑇𝑁+𝐹𝑃+𝐹𝑁 𝑥 100% .........................(1) tp=true positive tn=true negative fp=false positive fn=false negative 157 + 258 157 + 258 + 23 + 12 𝑥 100% the result is 92.2% javanese gender speech recognition based on machine learning using random forest and neural network sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 53 issn 2442-7888 (online) doi 10.24167/sisforma 2. random forest figure 5. rf confusion matrix confusion matrix with random forest in figure 5 above shows the level of accuracy that can be calculated with the formula: 𝑇𝑃+𝑇𝑁 𝑇𝑃+𝑇𝑁+𝐹𝑃+𝐹𝑁 𝑥 100% ..........................(2) tp=true positive tn=true negative fp=false positive fn=false negative 161 + 250 161 + 250 + 19 + 20 𝑥 100% the result is 91.3% iv. conclusion research on the javanese gender speech recognition has been carried out, the dataset used is a private dataset where the recording process is carried out using a voice recorder that is processed using the adobe audition application. the next dataset processing is to do feature extraction using mfcc (melfrequency cepstrum coefficients) technique then labeling process. after the dataset is ready to use the dataset is processed and then classified using 2 methods, namely random forest and neural network. the evaluation results show that the neural network method achieved the highest level of accuracy, namely 92.2%, while the random forest method obtained an accuracy of 91.3%. references [1] l. muda, m. begam, dan i. elamvazuthi, “voice recognition algorithms using mel frequency cepstral coefficient (mfcc) and dynamic time warping (dtw) techniques,” vol. 2, no. 3, hlm. 6, 2010. [2] shumaila iqbal, t. mehboob, dan m. sikander hayat khiyal, “voice recognition using hmm with mfcc for secure atm.,” 2011. [3] m. frikha dan a. ben hamida, “a comparitive survey of ann and hybrid hmm/ann architectures for robust speech recognition,” ajis, vol. 2, no. 1, hlm. 1–8, agu 2012. [4] v. mulik, v. mane, dan i. jamadar, “hidden markov model based robust speech recognition,” international journal of innovative research in advanced engineering, vol. 2, no. 2, hlm. 10, 2015. [5] sreelakshmi, “design of an intelligent speaker recognition system using mel frequency cepstrum coefficients and vector quantization for biometric authentication,” 2015. [6] z. s. mada sanjaya w.s, “implementasi pengenalan pola suara menggunakan mel-frequency cepstrum coefficients (mfcc) dan adaptive neuro-fuzzy inferense system (anfis) sebagai kontrol lampu otomatis,” 2014. [7] q. nada, c. ridhuandi, p. santoso, dan d. apriyanto, “speech recognition dengan hidden markov model untuk pengenalan dan pelafalan huruf hijaiyah,” vol. 5, no. 1, hlm. 8, 2019. [8] a. h.mansour, g. zen alabdeen salh, dan k. a. mohammed, “voice recognition using dynamic time warping and mel-frequency cepstral coefficients algorithms,” ijca, vol. 116, no. 2, hlm. 34–41, apr 2015. [9] leo breiman, “random forests,” 2001. javanese gender speech recognition based on machine learning using random forest and neural network sisforma: journal of information systems (e-journal)vol. 6 | no. 2 |th. 2019. 54 issn 2442-7888 (online) doi 10.24167/sisforma [10] computer science & engineering &gzsccet bhatinda, punjab, india, e. goel, er. abhilasha, dan computer science & engineering &gzsccet bhatinda, punjab, india, “random forest: a review,” ijarcsse, vol. 7, no. 1, hlm. 251–257, jan 2017. [11] b. xu, j. z. huang, g. williams, q. wang, dan y. ye, “classifying very high-dimensional data with random forests built from small subspaces:,” international journal of data warehousing and mining, vol. 8, no. 2, hlm. 44–63, apr 2012. [12] h. kukreja, “an introduction to artificial neural network,” vol. 1, no. 5, hlm. 5, 2016. [13] o. s. eluyode dan d. t. akomolafe, “comparative study of biological and artificial neural networks,” hlm. 11, 2013. [14] s. kodati dan d. r. vivekanandam, “analysis of heart disease using in data mining tools orange and weka,” hlm. 7, 2018. [15] p. k. pattnaik, a. swetapadma, dan j. sarraf, ed., expert system techniques in biomedical science practice: igi global, 2018. university-level of elearning in asean information system databases for neuropsychology tests: case study in boston naming test sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 28 issn 2442-7888 (online) doi 10.24167/sisforma information system databases for neuropsychology tests: case study in boston naming test shinta estri wahyuningrum1, augustina sulastri2, ridwan sanjaya3 faculty of computer science, soegijapranata catholic university indonesia1,3, faculty of psychology, soegijapranata catholic university indonesia2 shinta@unika.ac,id1, ag.sulastri@unika.ac.id2, ridwan@unika.ac.id3 abstract— in the field of psychology, determining the psychological condition of a person’s can be done using various types of tests. neuropsychology test is a battery test that means every person should be taken 11 test in a moment. each test has a different objective, as an example, the boston naming test is used to measure a person's ability in the language domain. the data stored for each data in the boston naming test (bnt) is around 130 fields. each test has different specific data. this makes the data grow rapidly and requires a database design that can accommodate this need. there are many approaches can be done to store the database such a relational database and nosql database. when the data are stored using relational methods and amount of data are large, there can be a lack of time in both processing and tracking. this article proposes a system to store the result of the neuropsychological test using the nosql database approach with sample data in subtest bnt. keywords— database, nosql, neuropsychology, statistical, bnt i. introduction nowadays there are many technologies that can be used in solving problems in various fields. one of them is web base application. web based applications that are widely developed today can be used to process large amounts of data. when the applications are meant to be used only to handle certain amounts of data, a relational model database design is feasible to be used, but when the data to be processed is very large, complex and requires a dynamic schema change, the database that should be used is nosql. applications like ecommerce, cms and business applications are more optimal when developed with database schemes using nosql [1][3]. other examples of applications using complex and a lot of data are student academic application and library application. it is complex because besides being used to store data, student and libraries applications are also accessed by many users. however, using nosql the database response time on a web application only takes less than one minute [2]. in addition, nosql database also supports large-scale statistical analysis. in addition, nosql is used in ei (embedded intelligent) to process data generated from sensor readings [5]. neuropsychology is a field of psychology that focuses on neuro-human problems. for neuropsychological it is used name to determined the brain disorder. there are tree domain like language, attention, executive function, and memory. each domain consists of one or more test. like a boston naming test, token test and verbal fluency test are in language domain. there is a benchmark used to determine a person’s normal condition i.e. a normative score obtained from the mean and standard deviation of healthy people [9]. the computerized system for administering neuropsychological test data is currently being developed only in netherlands [10]. in indonesia, a system is being developed to able to accommodate the needs of processing and storing data resulted from neuropsychological tests. some constraints are encountered during the data processing. these constraints are: 1) various different tests taken by each individual. 2) all test results from each individual are documented in the database. 3) each test has a variety of fields, even in a test mailto:shinta@unika.ac,id mailto:ag.sulastri@unika.ac.id2 information system databases for neuropsychology tests: case study in boston naming test sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 29 issn 2442-7888 (online) doi 10.24167/sisforma more than 30 fields must be saved. 4) flexibility in adding types of tests to the database. 5) flexibility of generating normative score. nosql database has a less nature schema. this allows the user to add fields to the database without changing the structure. mongodb supports data storing using the document database method that uses the concept of storing all data in an object databases[1]. saved database documents can use xml, json, bson document. in addition, mongodb also supports data model flexibility and elastic scaling when they are developed into a distributed database. by using nosql the data storing in the database is more flexible. we can use schema-oriented, semi-structured and schemeless data [7]. ii. method propose system consists of two parts: to generating normative scores based on dynamic datasets and to determining patient profile. figure 1. center of data a. generating normative scores based on dynamic datasets. figure 1, explain how to manage the center of data. the server will receive the data from all different clients. before the data transfer to the data center, system synchronized the raw data. the process is needed to cleaning the data, or to normalize the data. normalize intend to make the data valid. the data center contains data on neuropsychology results. each participant gets a score for 11 subtests. the data of participant and score data for each sub-test will be recorded. all of data will be stored in the data center. data center is built to process all data into normative score information. this normative score will be standard for neuropsychologists to determine a person's performance. in addition to the data center is needed to facilitate the updating of data. updating the data will used to get the updated of the normative score calculation. normative data is obtained by clustering data. normative scores are calculated for each sub-test. normative data is calculated based on the mean and standard deviation of each sub-test. normative scores are obtained by filtering based on several criteria from the data of participants who did the test [9]. filtering is based on several things such as age, gender, city data collection, and education. in figure 1, the results of data filtering are shown in the dataset image. b. determining patient profile for a neuropsychology, after obtaining a normative score, they can do a comparison of the results of a person's score with the normative score. the system built makes it easy to access data. patient analysis based on normative score. the output of the neuropsychology test series is to produce patients’ profiles [10]. this output is obtained by comparing individual scores with a normative score that matches the patient’s profile. the neuropsychologist will input patient score results into the system show in figure 2. then based on patient demographic data that is detected automatically by the system, it will be compared with the results of the corresponding normative score dataset. the system will only resulted at providing data results that can be a support for experts in determining decisions. because the ones that information system databases for neuropsychology tests: case study in boston naming test sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 30 issn 2442-7888 (online) doi 10.24167/sisforma determine patient profiles are the experts, so the system will involve users, in this case neuropsychology experts, to determine the profile of the patient. if the neuropsychologist determine based on the patient’s data and conclude that the patient is healthy, then the neuropsychology can submit the data to be inputted to the datacenter. the increase of data in the datacenter will be updating the normative score. figure 2. access to the database c. database design figure 3, shows the database design. each test consist of a variety of different data fields, each test will be stored in a table with user id as a foreign key. each field generated by the test should be stored in the database, to facilitate the data search process. using the relational database design. there are 27 tables in the database design. each table contains different field. the database is design using relational models. figure 3. table design iii. results and discussion the subtest used as sample data is the boston naming test. amount of bnt data as sample is 407 data. the database model using 407 data. models of databases that use are mysql model and nosql model. a. database model with mysql the structure table consist of two table: demographic table and bnt score table. demographic tables contain detailed information from individuals including patient names, data of birth, place of residence, and history of illness. while the bnt score table contains the score data for each question in the bnt test. the score table consists of about 300 fields for each rows. the contain od this table is data score for each question from bnt. each question has 5 fields of score. in bnt there are 60 questions, when added with total of each fields, there will be approximately 310 fields for one rows data. figure 4 are the implementation of mysql model from bnt data. there are 2 table. the languagebnt table has long data fields. information system databases for neuropsychology tests: case study in boston naming test sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 31 issn 2442-7888 (online) doi 10.24167/sisforma ….… figure 4. database using mysql b. convert from mysql to mongodb the method of migrating data from mysql to the mongodb scheme [8] can be done in 2 ways. as can be seen in table 1, that table from mysql will be converted to a collection in mongodb. the first is to convert 2 tables from mysql into 1 collection in mongodb. in this way, bnt score data will be embedd to participant demographic data. whereas the second way each table is convert to two tables in the colecction mongodb. the number of table is same as in the table design with the relational method. table 1. database schema conversion from two tables in mysql to one table in nosql is shown in figure 5. while the databases conversion from one table in mysql to one table in nosql can be seen in figure 6. figure 5. convert to embedded collection figure 6. convert to single collection c. collection pada mongodb after the data migration process, the data result can be seen in the figure 7. figure 7 is the sample of embedded collection. figure 7. embedded collection information system databases for neuropsychology tests: case study in boston naming test sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 32 issn 2442-7888 (online) doi 10.24167/sisforma in the embedded collection, scores of individuals are stored in an object. in implementation using nosql it is possible to save different data number of fields in one collection. figure 8. single collection figure 8, is a display of data stored in a single database. the contain of table 2 is an example of a query in the mongodb database: table 2. query in bnt nosql single collect ion andiindonesia.person.find({}) andiindonesia.languagebnt. find({}) embedded collection andiindonesia.bnt.find({}) $match{ kotaambildata: “jakarta” } $group{ _id: "$kotaambildata", total : { $sum : "$dataskor.totalskor" }} $group{ _id: "$kotaambildata", total : { $avg : "$dataskor.totalskor" }} $group{ _id: "$kotaambildata", stddev: { $stddevpop: "$dataskor.totalskor" }} table 2, is an example of query syntax performed on the mongodb database. the example of query use to calculate the mean and stddev values. from the query command structure, it appears that the command used to do the query is simpler. in the implementation using a single collection, the query process that involves two tables can be done using the index based refer method. indexes are automatically obtained when adding new data in mongodb. the index can be seen in figure 8 in the red text. in addition to the ease of querying, adding new data to the collection is more flexible, because this will not change the structure of the collection. when new fields are added to the database, the addition of data and new fields can be done immediately when inserting new data. the addition of these fields takes effect on newly entered data, while the old data does not need to be changed and is not affected. this is rather difficult to do when using a relational database. iv. conclusion using nosql database design makes the database flexible in storing different data for each individual. nosql can also be used with a large amount of data. this means the document storage system will make it faster and easier when tracking test data from each individual. in addition, if later in the development of the field of neuropsychology a new type of assessment created, it can be easily added. the advantages of designing nosql in bnt system are ease, speed and flexibility in determining datasets to get normative score. references [1] b. jose and s. abraham, ”exploring the merits of nosql: a study based on mongodb”, international conference on networks & advances in computational technologies (netact), thiruvanthapuram, 2017, pp. 266-271. [2] z. haishan and j. xiaolian, ”design and implementation of college consumption information system databases for neuropsychology tests: case study in boston naming test sisforma: journal of information systems (e-journal) vol. 6 | no. 1 |th.2019 page 33 issn 2442-7888 (online) doi 10.24167/sisforma analysis system based on nosql database,” 2018 international conference on computer science & education (iccse), colombo, 2018, pp. 830-834. [3] herrnansyah, y. ruldeviyani and r. f. aji, ”enhancing query performance of library information systems using nosql dbms: case study on library information systems of universitas indonesia,” 2016 international workshop on big data and information security (iwbis), jakarta, 2016, pp. 41-46. [4] d. ramesh, e. khosla and s. n. bhukya, ”inclusion of e-commerce workflow with nosql dbms: mongodb document store,” 2016 ieee international conference on computational intelligence and computing research (iccic), chennai, 2016, pp. 1-5.
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[11] zillmer eric a., spiers mary v., culbertson william c. (2008). principle of neuropsychology, second edition. thomson higher education. united states of america [12] zucchella chiara, federico angela, martini alice, tinazzi, bartolo michelangelo, tamburin stefano. (2018). neuropsychological testing. pract neurol. http://pn.bmj.com/content/early/2018/02/ 22/practneurol-2017-001743#ref-list-1 [13] casaletto kaitlin b and heaton robert k. (2017). neuropsychological assessment : past and future. journal of the international neuropsychological society, 23, 778-790 [14] alyahya, r.s.w., & druks, j. (2016). the adaptation of the object and action naming battery into saudi arabic. aphasiology, 30 (4), 463 – 482. https://doi.org/10.1080/02687038.2015.1 070947 [15] joao ricardo lourenco, bruno cabral, paulo carreiro, marco vieira and jorge bernardino. 2015. choosing the right nosql database for the job : a quality attribute evaluation. journal of big data. doi 10.1186/s40537-015-0025-0 [16] xi zheng, min fu, mohit chugh. 2017. big data storage and management in saas applications. journal of communications and information networks, vol.2, no.3. doi : 10.1007/s41650-017-0031-9 university-level of elearning in asean designing of kb (family planning) service information system in pratama clinic salatiga sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 8 issn 2442-7888 (online) doi 10.24167/sisforma designing of kb (family planning) service information system in pratama clinic salatiga penidas fiodinggo tanaem1, agustinus fritz wijaya2, fransiska wahyuning kurniawati3, resa saputri4 satya wacana christian university salatiga, indonesia penidas.fiodinggo@uksw.edu, agustinus.wijaya@uksw.edu, 682016088@student.uksw.edu, 682016022@student.uksw.edu abstract the writing of this journal aims to explain the design of the kb service information system that is available at the pratama clinic salatiga. as for the background of making this journal because indonesia is one of the countries that has the largest population in the world and this happens because the number of births in indonesia that cannot be controlled. although the government has launched a kb that is applied by using contraceptives, it has not been able to overcome the problems that occur. the number of uncontrolled births is due to the large number of families who complain about the use of contraceptives. expensive, difficult to obtain and uncomfortable when used is an excuse for those who do not want to use contraception so that the number of births cannot be controlled, besides that along with the development of existing kb services it is increasingly ignored because people prefer things that are practical and do not like to follow complicated programs or services such as family planning services so that it causes more and more people who are lazy to attend family planning and have an impact on increasing numbers birth. seeing from the phenomena above, the thought is formed that service information systems are really needed in the current era of development, especially to facilitate all the work that cannot be done in a short time. so from this the special information system design was made in the field of family planning services in the pratama clinic in the form of a journal. in this journal, it explains about how a family planning service can be accessed easily without wasting too much time so that the public wants to participate in the family planning service. one way that can be done is to establish an information system that can be used for family planning services with a system that is easily understood and accessed by the general public. in this research is designing a kb service information system that can meet the needs of the community and can simplify the existing service process by using services that can be directly carried out by users who want to get kb services using prototyping model. keywords: birth control, population growth, prototyping method, service information system, clinic. i. introduction family planning is one of the most basic and primary preventive health services for women, although it is not always recognized as such. improvement and expansion of family planning services is actually one of the efforts of the government to reduce the morbidity and mortality rate of mothers so high due to pregnancy experienced by women. many women must make difficult contraceptive choices, not only because of limited information about the number of methods available but also because certain methods may not be acceptable in relation to national family planning policies, individual health and female sexuality or the cost of obtaining contraception. population density occurs, of course, becoming one of the problems for the indonesian state that needs to be considered by the government so that many efforts are chosen or programmed by the indonesian government to reduce designing of kb (family planning) service information system in pratama clinic salatiga sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 9 issn 2442-7888 (online) doi 10.24167/sisforma population density by carrying out a family planning program. one of them is at the pratama clinic which also provides services for family planning for the salatiga city community. but there are still some salatiga city residents who are not aware of the existence of family planning services at the pratama clinic because of the lack of information dissemination and socialization as well as the lack of curiosity about family planning services from their own users. therefore, the author tries to design a kb service information system that can meet the needs of the community and can simplify the existing service process by using services that can be directly carried out by users who want to get kb services. this research has a research question that is how the design of the kb service system can answer the problems that have occurred in the kb service process at the swcu primary clinic with the aim of making it easier for patients to use kb services ii. method before the system, family planning services used a manual system where each patient had to fill out a form first and come to the clinic. whereas with the system, patients do not need to come to the clinic, but by using the system online. the difference in the design of the previous information system at the pratama clinic in salatiga city and the design of the current information system is in the method section where a similar design was carried out previously, namely using the interview method and questionnaire to the part or related parties. the interviews were conducted in the form of direct question and answer with parts or parties from the pratama clinic in salatiga city. and the questionnaire was aimed at a number of patients at the pratama clinic in salatiga city. while the design method used today is to conduct interviews, observation and analysis of parts or parties concerned to obtain information that will be used in making system design with a prototype method so that it is easier in making information systems design or design in kb services, prototyping method stages that are in it namely: analysis at this stage the user needs analysis is done through interviews and observations. system planning at this stage the system or application design will be made according to user requirements that have been obtained. prototyping evaluation at this stage there will be a demo of the prototype model that has been developed by the developer. iii. results and discussion the design uses the prototype method through several stages in it starting from the stages of user needs analysis, system design to evaluate the results of the prototype. questionnaires are used to obtain quantitative data to analyze how the process has occurred so far in the clinic. while observation is used to see the business process of family planning services. based on the results of the questionnaire and observation, a kb service system will be designed using a prototyping model. the analysis phase is carried out with direct interviews together with relevant sections.in this study, the results of the analysis found that the pratama clinic in salatiga city did not yet have an application regarding family planning services to facilitate the processes contained therein. the next stage is system design, the design is done using software that can describe the process flow or functionality that must be possessed by the application, user functionality is explained in the form of a usecase diagram, database process flow is described using class diagrams and entity relationship diagrams (erd) diagrams. the final stage in application design is the evaluation of prototype results, at this stage the developer explained the results of the prototype that had been made to the user, if there is a mistake of the prototype model that has been made, the developer will make improvements according to the user's wishes but if the user concerned agrees with the designing of kb (family planning) service information system in pratama clinic salatiga sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 10 issn 2442-7888 (online) doi 10.24167/sisforma prototype has been made, then the development will continue. here are the final prototype results that have been made : a. system planning 1. user information system identification users of the pratama clinic kb service information system are as follows: 1. administrators as entities that have access rights manage all the master data in the system. 2. midwives as entities involved in determining patient service schedules for obtaining family planning services at the pratama clinic and recording the results of examinations processed in the system. 3. patients as web-based system user entities to register for family planning services and view midwife service schedules and family planning facilities provided at the pratama clinic. 2. usecase diagram the following is the use case diagram. on the usecase diagram above there are 3 users who can use the system, namely admin, midwife, and patient.admin can manage patient data, manage family planning services. midwives can input family planning services. patients can register for family planning services and view family planning services. picture 1. use case diagram 3. activity diagram (register for kb services) in this process patients can register for family planning services. at the time of registering the pasiean kb service can choose the desired type of kb. the first step the patient can click on the new kb menu then from the system displays a new kb form and the patient input patient data according to the provisions in the new kb form, then click register and the system requests the storage of patient data and the database stores patient data, then the process is complete. picture 2.activity diagram 4. class diagram every process that is in the pratama clinic has its own database. and each table has a relationship with one another. for the midwife table, it relates to the table entering the kb service schedule. for the patient table related to the table to register for family planning services and the table looks at the service schedule. and for the admin table related to managing the patient data table and managing the kb service schedule table. then for the patient table related to the midwife table and admin table. picture 3. class diagram designing of kb (family planning) service information system in pratama clinic salatiga sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 11 issn 2442-7888 (online) doi 10.24167/sisforma 5. entity relationship diagram (erd) the relationships that occur between kb service system entities can be seen in the following figure. picture 4. erd diagram b. user interface (ui) design 1. login page before using this application, patients must first do the login process to be able to proceed to the desired authority page. picture 5.login page 2. main page in the main view there are several menus, namely: home, list of kb health facilities, new kb, kb reset, kb supplies, invitations, info, logout, and search. picture 6.main page 3. midwife schedule menu page in the display below, patients can see the schedule of midwives at the pratama clinic, so that it can make it easier for patients to arrange time to come to the clinic and perform kb services. picture 7.midwife schedule menu page 4. kb service menu page in the display below, patients can choose the type of family planning services they want. there are several types of family planning services that are provided by the pratama clinic : kb injection, iud, dan kb implant. picture 8.kb service menu page 5. new kb menu page in this process the patient registers for family planning services by filling out the form in accordance with existing provisions. designing of kb (family planning) service information system in pratama clinic salatiga sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 12 issn 2442-7888 (online) doi 10.24167/sisforma picture 9. new kb menu page after registering for kb services,the patient can schedule the desired midwife. picture 10. display select midwife schedule after completing the kb service registration form, patients can see a kb service card. picture 11. service card display and then the patient will get a queue number. picture 12. display queue numbers iv. conclusion from the results of designing the system that has been made by the developer using prototyping model, finally the prototype which has been made can be well received by the user and can be drawn several conclusions, namely: 1. the kb service information system can provide convenience in terms of new patient registration, patients can easily obtain information such as seeing the schedule of family planning services available at the pratama clinic. 2. the kb service information system makes it easy for administrators to manage patient data in the form of medical data every time they perform or undergo a kb planning examination at the pratama clinic and the kb service schedule is based on the midwife's schedule which can then be used to conduct a medical recap to make a medical recap report every patient. 3. the kb service information system makes it easy to store large amounts of data with faster data access. it also saves storage space, security and data integrity can be guaranteed security. 4. facilitate the making of queue numbers (registration) and patient identity. references [1] akhmad syukron, noor hasan, “webbased out patient information system design in winong health center,” journal bianglala informatika, vol. 3 no. 1, 2015. [2] heldiansyah, rahma indera, aditya pratama ao, fajar shadiq, “development of web-based health sales information systems at pt. alfin fanca prima”, positive journal, no. 1, 2015. [3] riskia rahma wardani, joni devitra, “analysis and design of medicine supply information systems in payo health center selincah jambi”, journal of information systems management, vol. 2, no. 2, 2017. designing of kb (family planning) service information system in pratama clinic salatiga sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 13 issn 2442-7888 (online) doi 10.24167/sisforma [4] andi taufik, ade christian, taufik asra, “design of health equipment sales information system using the waterfall method”, vol. 5, no. 1, 2019. [5] imam sohibbulbet, dini destiani siti fatimah, “designing an expert system on android-based adolescent health problems”, journal of algorithms, 2017. 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[11] mohamad topan, hans f. wowor, xaverius b. n najoan, “management information system design web based hospital”, informatics engineering ejournal, vol. 6, no. 1, 2015. [12] renny afriany n., benni purnama, “analysis and design of medical record information system in tk hospital iv dr. bratanata jambi”, journal of information systems management, 2016. [13] yuni sugiarti, nur yasin, nur fitriani, “analysis and design of hospital information system”, journal of information systems, 2015. [14] intan risan sari, fajar nugraha, “listing information system and health reporting maternal and child health programs in health services kudus district”, simetris journal, vol. 7 no. 1, 2016. [15] rudolf sinaga, nurhadi, “analysis and design of record information systemmedical in akper kesdam ii / sriwijaya garuda clinic white”, journal of information systems management, 2016. the effect playing online games on the players sisforma vol.1 no.2 november 2014 : 13‐17 13 the effect playing online games on the players christopher akami j.s department of information systems, soegijapranata catholic university akami280997@gmail.com abstract— online game is a game that requires internet connection to play and while playing a lot of individuals do not care about a lot of things. games can also influence the gamers to have bad behavior. however, playing online games can be exciting although only playing for a moment. keywords— online games, type of online game, effect i. introduction 1.1 background technology is currently developing very fast. there are many kinds of technologies that have emerged since the beginning of the technology was established and many types of software are used in technology-based games. then, many games have been created. game is an application that can give pleasure to those who use it and the development of the games is so fantastic. the game is divided into two: offline and online games. the offline games are played without using the internet network while to play on line games internet connection is needed. these games can be played by people from any different ages, from young to adult people. some people play online games in order to get more friends and to release the boredom. however, playing games can give effect on the players. they can be tired, drowsy, dizzy. besides, playing online games can bring influences on the mental development of the grammers. they will be absorbed in the unreal world and they may practice what they see in the online games. by playing games, they also can be addicted and forget their studies and their academic achievement will be worse. it can also make players less sociable with the surroundings create academic value decreases. in order to reduce the negative effects, parents need to supervise their children while they are playing online games. the involvement of the parents will be able reduce the negative effects while adult gamers can manage themselves. they have to be able to seperate the game world from the real game 1.2 problem formulation the problems in this study are: 1. why are there many individuals playing online games? 2. do they know the effects of playing online games? 3. do they think it is important to play games? 1.3 the objectives of the study the objectives of this study are: 1. to know the reasons why there many individuals playing online games 2. to find out whether they know the effects of playing online games 3. to know whether they think it is important to play games or not ii. literature review online game is a game-based software which utilizes the internet network. it can use the internet network model of wifi, hotspot / tetring, lan cable. online games are played by many people where they meet sisforma vol.1 no.2 november 2014 : 13‐17 14 with other people in the arena of the game. like available online just like blacksquad online game, the players gather in the lobby, or more commonly referred to list.after that,the game that they will go into the room to play. in addition to black squad, online game kind of rpg like dragon nest, the players will come into the town first and enter the portal to play together like playing blacksquad. 2.1 types of online games 1.mmofps mmofps stands for massive multiplayer online first-player shooter. in this game the player will feel as though he were in the gaming arena with a variety of weapons. this game also involves or brings other players to play in an arena, usually more than three players. the games include point blank, counter-strike online (cso). 2.mmorpg mmorpg stands for massive multiplayer online role-playing games. in this game, players will play like in the fantastic world. in this game, players make their own player characters in this game the player is playing in a group or party or guild, for example in elsword online. 3.mmorts mmorts stands for massive multiplayer online real-time strategy. players have to rely more on strategies such as survive (defense), attack strategy (offense), and strategies to help (support). the game has historical, fantasy, and many other sides. the games including in mmorts are rise of nations, age of empire, and command and conquer. 4.cpop cpop is a cross-platform online play, where players play this game with a different devices that are called console the console itself can be a pc, play station console, xbox 360 that has access to the internet network connection. 5.mmobg mmobg is a game that is played through the web or browser. this game is often accessed via a web address or a link. it is rarely that web address also requires the ip address for accessing it., kantai collection is one of mmobg. iii.research methodology the data were collected through questionnaire. the questionnaire was distributed through google form a sample of 20 samples. the following are the questions and the data obtained through the questionnaire. do you like game online? what game did you know for the first time? point blank 4 20% lost saga 1 5% cso 4 20% other 11 55% how many games have you played ? 1 4 20% 2 3 15% yes 8 40% no 3 15% not really 7 35% other 2 10% sisforma vol.1 no.2 november 2014 : 13‐17 15 3 3 15% >3 10 50% how long do you play games in a day? 1 hour 5 25% 2 hours 8 40% 3 hours 2 10% more than 3 hours 5 25% when do you play the game? morning 0 0% afternoon 7 35% noon 7 35% night 6 30% how many times do you play in a week? 1 time 6 30% 2.times 6 30% 3 times 1 5% more than 3 times 7 35% the first time you played a game, who did you know about? myself 6 30% family 2 10% friend 12 60% others 0 0% what is the use of playing online game? to reduce boresome 2 10% to stand awake 0 0% to kill free time 6 30% all are correct 12 60% what do you think when playing games online? making a new friend 4 20% just game 9 45% friendship 4 20% others 3 15% what is actually online games? just game 16 80% just illusion 1 5% imagination 3 15% real 0 0% do you know the effects of online games on you? sisforma vol.1 no.2 november 2014 : 13‐17 16 yes 15 75% no 2 10% not really 3 15% others 0 0% if yes, what effect can you feel? sleepy 3 15.8% tired 3 15.8% dizzy 0 0% all are correct 13 68.4% in your opinion, besides the effects mentioned above, what are other effects of games? spendthrift 8 40% high emotional 2 10% lower score 6 30% other 4 20% do you think is it important to play games online? yes 5 25% no 6 30% not really 7 35% other 2 10% the result above shows that there are more people who like playing online games than off line. they a know about the online game from friends. they also feel sleepy, tired, and dizzy after playing the game online. they play for about 1-2 hours a day and in week they play more than three times. they also think that playing online games is not so important. iv.result and discussion the result of this study shows that there are some impacts of playing online games as follows: 1. health problem the players often feel severe drowsiness, dizziness, feeling heavy and stiff necks, sore backs, and many others as the result of staring at the computer screen too long with sitting position or other position. taking a break will make the players feel comfortable in undergoing routine after playing too long. playing can make eyes tired and they will have minus insight or visibility nearsightedness will be increased (for nearsightedness. for those with healthy eyes will suffer from farsightedness 2. psychological problem playing online games which are full of violence like game labeled 'm' mature, will influence their psyche. they may do the same in the real world. 3. money problem to play the games, players may go to internet cafes, buy a new online game for those who have a computer and home network. this makes the player spend a lot of money to buy virtual money to play online games again and again 4. time consuming players will waste of time to play games online and it will impact on their sisforma vol.1 no.2 november 2014 : 13‐17 17 academic performance. they will not be able to manage their time. 5. academic problem as players spend their time to play, and so not spend it for studying, they will have academic proble. their scores will be worse as they never do their home work and join the tests. the following is what they have to pay attention on: 1.time : limit the time to play 2.money: before spending money to play on line games, think it over and over the the importance of playing it 3.health : reduce the time for playing. they can play games only for half hour or thirty minutes. being healthy is more important than playing games. v. conclusion many online games players are aware of the importance of maintaining their health. besides, they can manage their time and limit the amount of time for playing. hopefully, the number of poeple who can manage their time will be higher. references [1]http://rusydianhamim.blogspot.co.id/2011 /11/karya-tulis-ilmiah-tentang-dampakgame.html (1 june 2014) [2]https://iyannehemiah.wordpress.com/201 3/11/20/karya-ilmiah-dampak-gameonline-bagi-pelajar/ (21 july 2014) game for children with special needs sisforma vol.1 no.2 november 2014 : 18‐20� �18 game for children with special needs kwee andreas setiawan suhono department of information systems, soegijapranata catholic university andreseath@gmail.com abstract— 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. keywords: level of autism, type of game i. introduction autism is a disease that attacks the brain, so that the patient has interference while he/she communicates with others. the autism symptoms can be seen when a child has not been 3 years old yet. someone with autism will show different communication disorder if it is compared to other normal people. “the communication disorder can be divided into two types. they are verbal and nonverbal communication disorder. verbal communication disorder suffered by the autistic one can be seen from the way he/she talks which means that he/she talks with no meaning. meanwhile, the nonverbal communication disorder suffered by the autistic one can be seen from the focus of an “eye contact” meaning that he/she do not have focused "eye contact" and he/she does not know the body language”, said indah janti susanto, s.psi. a person infected by autism should be given a therapy as soon as possible because the longer that person is not treated, the longer he/she be infected by autism and it means that the person will take a longer time in order that he/she can be healed. one of the therapies that can be carried out is “applied behavior analysis” (aba). this therapy has been done for a long time. it can be done out by giving praise and a gift to the patients with autism. if the patients do properly the given instructions, patients are expected to give a positive response on the instruction given. this is a therapy which is most often used. in indonesia, aba therapy has been applied to cure autism. however, apart from the aba therapist, is it possible to recover someone with autism by using game media? what kind of game that can be used as a therapist media for someone with autism? ii. literature review autism is a symptom in which a patient has a brain disorder, especially in the communication section. because of that disorder, the patient gets a difficulty to communicate and associate with other people. therefore, someone with autism needs to be given a therapy in order that he/she can recover. someone with autism should be given a further treatment quickly because the longer the patient does not get a therapy, the longer the recovery time that the patient should take. indeed, to recover autism cannot be done in a short time; it needs several years. game for children with special needs sisforma vol.1 no.2 november 2014 : 18‐20� �19 however, by applying a proper treatment, autism can be cured. one of treatments that can be applied is by using a game as a medium. by using a game as a medium, it needs less of money meaning that the patient does not have to spend a lot of capital. 2.1 levels of patients with autism it is necessary to know in advance the level of autism before choosing an appropriate game for autism. autism itself is divided into 3 levels. the first level is mild. in that level, the patient has an autistic behavior without severe cognitive impairment. severe cognitive disorders itself is an ability to think and give a rational reason, including the process of remembering, assessing, orientation, perception and attention (stuart & sundeen, 1987). the second level is moderate. the patient, in this level, gets a severe cognitive impairment with a strange behavior. in common, there are many people with autism in this level. the third one is severe. in this level, the patient have to be assisted by other people while he/she are doing something simple such as eating and walking. 2.2 types of game used for an autism therapy a game has some considerable benefits for a child development. not only training the motor, but a game also provides an education to children. unlike the case of autism, they cannot play any games that they want. there are certain games that are beneficial for the autism themselves. there are many games that can be used as a therapy for the children with autism. the game itself includes training to remember, distinguish color, write letters and numbers, use a body language correctly, use an appropriate “eye contact”, and communicate. it might be easy for normal people to do such kind of activity, but it is very hard for the children with autism to understand and do so. a teacher interviewed by the writer said that it needs ten to fifteen repetitions to tell that this is red. it is very hard for them to understand it for they are in the moderate level. moreover, if the children with autism is in the severe level, the teacher have to repeat more than tens of times. to show that kind of color, the teacher uses a flash card. the flash card itself consists of a certain form and it has a color. according to the teacher, this kind of simple game is very effective for the patient with autism. besides that kind of simple game, there is a animated video that is beneficial for the children with autism. the use of the animated video itself is to teach something which is related to communication and expressions such as laughing, being happy, being mad, and being sad and other expressions. it is expected that this kind of animated video can give an example of how normal people act, for example, communicating with the teacher or other friends correctly. iii. research methodology the method used by the writer to get the information and data is through an interview. the writer conducted an interview with a teacher named indah janti susanto, s.psi in terang bangsa school at the center of therapist. in that class, there are thirty one students and fifteen teachers in which a teacher has to handle two students with autism. iv. results and discusion we have discussed a simple game for recovering children with autism; then, the writer would like to discuss a game application that is beneficial for giving a therapy for the children with autism. game for children with special needs sisforma vol.1 no.2 november 2014 : 18‐20� �20 "look at me" is an application made by samsung that is aimed to train an eye contact of the children with autism in order that when the children communicate with other people, they can make a good eye contact towards the one who asks a question. the application itself is not only beneficial for the eye contact, but it also has an interactive camera that can be used for finding out someone’s feelings such as mad, happy, and other feelings. then, the other benefit of that game application made by samsung named “look at me” is that to train the patient of autism, so that the patient can communicate well with the one who speaks to him/her. this application has been tested on 20 children with autism. the result of the research done by samsung tomorrow shows that there are 60% of the students that can make a good eye contact with the interlocutor. not only making a good eye contact, but the children with autism also can understand and read the feeling and expression of the interlocutor. not only can contact the eyes of children with autism also can understand and read the mood and also the expression of feelings of the listener. moreover, “look at me” application can be downloaded in playstore which is developed by a doctor and professor of seoul national hospital bundag university in korea and department of psychology in yonsei university. v. conclusions it has been a long time that autism appears in the community. various methods have been applied to overcome the symptoms of autism. a person with autism has applied some therapies started from aba therapy, listening to music in order to know someone’s feelings, and simple therapies such as using flash cards and puzzle to train the memory of someone with autism. there is also a medical therapy to overcome the autism symptoms. however, the medical therapy to recover autism symptoms is not cheap. as the time goes by, there are some developers who make a special application that is used for giving a therapy to someone who has an autism symptom. a game application named “look at me” is one of free games which is made by samsung for the people who have autism symptoms. it is proven through a survey conducted by samsung tomorrow that there are 60% of children with autism symptoms can make an eye contact when they are making an interaction. therefore, it can be concluded that by using any game media, the children with autism can communicate and make an eye contact well without spending a lot of money. using a game as a medium to recover autism without perseverance to practice is not effective. thus, doing training continuously with perseverance is also influential in accelerating the recovery process of the autism symptoms. references [1] http://dokita.co/blog/apa-itu-autisme/ [2] http://www.beritateknologiterkini.com/loo k-at-me-adalah-aplikasi-samsung-untukanak-autis.html [3] sutanto, beautiful jackie. 2014 game for autistic children 24 june, 10:00 university-level of elearning in asean integration of iterative dichotomizer 3 and boosted decision tree to form credit scoring profile sisforma: journal of information systems (e-journal) vol. 7 | no. 2 |th. 2020 58 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.2659 integration of iterative dichotomizer 3 and boosted decision tree to form credit scoring profile alditama agung prasetyo, budhi kristianto fakultas teknologi informasi, universitas kristen satya wacana budhik@uksw.edu abstract— loan is becoming essential need in this modern life. banks need to keep their npl ratio low in order to maintain their financial health. one of customer’s screening techniques is credit scoring. this studi is conducted to implement credit scoring profile using integration of iterative dichotomizer 3 and boosted decision tree. decision tree is a simple method to classify a condition into two different classes using given classifier, and widely used to perform credit scoring in the financial industry. we integrated iterative dichotomizer 3 and boosted decision tree methods and used microsoft azure machine learning tools to perform credit score profiling. this study is cross sectional in time and using 600 instances data of loan submission in tangerang, indonesia. the result shows good performance with performance evaluation metric of accuracy, precision, recall, and f1 score are 0.85, 0.885, 0.793 and 0.836 respectively. keywords— boosted decision tree, credit scoring, iterative dichotomizer 3 i. introduction loan is becoming essential need in this modern life. almost in every financial needs, we may apply for loans. for example, car loan, home loan, business loan, and student loan. in some cases, debitors can’t pay their loans back. bank refers it as non-performing loan (npl). the npl ratio of indonesia is one of the highest npl ratio of asean countries [1]. it was 2.73% as october 2019, compared to 2.2% of philippines, malaysia’s 1.6%, 1.3% of singapore, and 2% of vietnam. banks need to keep their npl ratio low in order to maintain their financial health. screening and profile analysis for new customers are mandatory. one of screening techniques is credit scoring. credit scoring is an efficient method to measure the systematic risk when financing the individual customers as well as the small and medium sized enterprises (smes) [2]. in this study, we will use iterative dichotomizer 3 and two-class boosted decision tree techniques to develop credit scoring method, and analyze its advantages compared to other decision tree techniques. ii. literature studies basically, decision tree is a simple method to classify a condition into two different classes using given classifier. for example, we will classify balls into two classes called ―big‖ and ―small‖. we use classifier ―if the diameter is under 10 cm, it called small. if the diameter is 10 cm or above, it called big‖. figure 1 may help to figure out this understanding. figure 1. decision tree method decision tree method was developed and expanded into many types to classify any specific conditions, including to develop credit score which used in lending and banking industries. a boosted decision trees method was used to develop credit scoring mailto:budhik@uksw.edu integration of iterative dichotomizer 3 and boosted decision tree to form credit scoring profile sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 59 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.2659 model that help lenders decide whether to grant or reject credit to applicants [3]. basically, boosted decision trees is a technique in which a result class from a decision tree is weighted to be developed as a new classifier to expand the tree and give more specific result based on more specific classifiers. figure 2 may help to figure out this understanding. figure 2. boosted decision tree boosting is a procedure that aggregates many ―weak‖ classifiers in order to build a new ―strong‖ classifier. one of boosting techniques is adaboost or adaptive boosting proposed by yoav freund and robert schapire in 1996. the boosting process done by building a model from the training data, then creating a second model that attempts to correct the errors from the first model. this process repeated until the training data perfectly predicted. each instance of the training dataset is weighted. the initial weight is set to ―weight(xi) = 1/n‖ where xi is the i’th training instance and n is the number of training instances. according to bastos, boosted decision trees outperformed the multilayer perceptron and the support vector machines on two real world credit card application datasets. another credit scoring analysis was conducted using integration between decision tree and neural network techniques called decision tree – neuro based credit risk evaluation system [4]. they combined the advantages of decision tree such as easy to understood and fast learning, with the advantage of neural network such as capability to handle noised training data. figure 3. credit scoring using decision tree – neuro based model as we can see in figure 3, the decision tree technique was used to handles bank rules and criterions to give loan to customers, and the output was further processed with neural network technique to make final decision of the loan approval. they found that the accuracy rate of the decision tree – neuro based algorithm was 0.88, higher than decision tree’s 0.68 and neural network’s 0.75. iterative dichotomizer 3 (id3) decision tree also been used to develop credit scoring analyzer [5]. the iterative dichotomizer 3 (id3) algorithm is used to create the shallowest decision trees possible and was invented by john ross quinlan in 1986. there are two different values that form the tree, entropy value and information gain value. entropy value determines whether a node will be splitted (closer to 1) or not (closer to 0). when entropy value is zero, then it determines the class (leaf of tree). when entropy value closer to one, then the integration of iterative dichotomizer 3 and boosted decision tree to form credit scoring profile sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 60 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.2659 attribute should be splitted and a new node will be formed by using the higher information gain value of the attributes. suppose we have dataset as seen in table 1. we can develop decision tree using id3 algorithm as seen in figure 4. table 1. dummy data for id3 algorithm no de attribu te value appro val entro py gai n 1 charact er good approv ed 0.564 0.73 2 bad not approv ed 0.234 address clear approv ed 0.875 0.93 4 unclear not approv ed 0 docum ent complet e approv ed 0.432 0.33 3 incompl ete not approv ed 0.354 salary above 5k approv ed 0.123 0.54 3 bellow 5k not approv ed 0.437 2 charact er good approv ed 0 0.75 4 bad not approv ed 0 docum ent complet e approv ed 0.644 0.38 7 incompl ete not approv ed 0.746 salary above 5k approv ed 0.349 0.52 3 bellow 5k not approv ed 0.531 another studies related to credit scoring also been conducted using neural network technique [6], segmentation technique [7], and fuzzy technique [8], [9], and [2]. iii. methodology this study is cross sectional in time and using 600 instances data of loan submission in tangerang, indonesia. the data was normalized and had attributes cifno, age, gender, region, income, marital status, number of child, car ownership, saving account ownership, checking account ownership, mortgage, and loan approval. the dataset then been processed by using microsoft azure machine learning with 480 instances data was used as training dataset. the accuracy and precision rate then be analyzed. figure 4. id3 decision tree based on dummy data in table 1 iv. results and discussion basically, microsoft azure named its boosted decision tree feature as two-class boosted decision tree. it only differentiates two-class boosted decision tree with multiclass boosted decision tree features, as twoclass boosted decision tree is perfectly fits to binary classification problems and multiclass boosted decision tree may handle complex classification better. first, we calculate entropy value for each instances data using formula ( ) ∑ ……….…..(1) where: c = number of attribute pi = number of instance then we calculate information gain value for each attributes to find the difference between entropy before split and average integration of iterative dichotomizer 3 and boosted decision tree to form credit scoring profile sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 61 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.2659 entropy after split of the dataset based on given attribute values by using formula ( ) ( ) ∑ | | ( )..(2) where: c = number of attribute a = particular attribute for the attribute with many outcomes, information gain tends to be biased. that means it prefers the attribute with a large number of distinct values. gain ratio handles the issue of bias by normalizing the information gain using split information. split information can be calculated by using formula ∑ ..…(3) where: j = number of discrete values in attribute a si/s = the weight of the j-th partition then we calculate gain ratio by using formula ( ) ( ) ( ) ………..(4) we performed microsoft azure machine learning calculation to form the trees using parameter as seen in table 2. after node is formed, we evaluate and boost the previous node to form next node by using adaboost algorithm. table 2. parameter setup for microsoft azure two-class boosted decision tree parameter value create trainer mode single parameter maximum number of leafs per tree 20 minimum number of samples per leaf node 10 learning rate 0.2 number of trees constructed 100 random number seed blank the receiver operating characteristic (roc) chart of the model is displayed in figure 5. a better model would have a higher true positive rate for the same false positive rate. as we can see in our roc chart, we had around 0.87 of curve closer to the left, in which we had minimal false positive rate for our model. figure 5. receiver operating characteristic (roc) chart of the model v. model performance evaluation we used four metrics to evaluate the performance of our model, which are accuracy, precision, recall, and f1 score. accuracy is the most intuitive performance measure and it is simply a ratio of correctly predicted observation to the total observations. accuracy can be calculated using formula ( ) …………….…(5) where: tp = true positives tn = true negatives fp = false positives fn = false negatives the second metric is precision, which is the ratio of correctly predicted positive observations to the total predicted positive observations. precision can be calculated by using formula ( ) …..….(6) the third metric is recall (sensitivity), which is the ratio of correctly predicted positive observations to the all observations in actual class ―yes‖. good recall should integration of iterative dichotomizer 3 and boosted decision tree to form credit scoring profile sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 62 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.2659 have value of 0.5 and above. recall can be calculated as ( ) ……..…(7) and the forth metric is f1 score, which is the weighted average of precision and recall. therefore, this score takes both false positives and false negatives into account. if we have an uneven class distribution, f1 score gives us better look rather than accuracy, while accuracy works best if false positives and false negatives have similar cost. f1 score can be calculated as ………………...(8) figure 6 shows complete performance of our model. figure 6. model performance evaluation the result shows that our mixed method yields high accuracy, precision, recall, and f1 score of 0.85, 0.885, 0.793 and 0.836 respectively. compared to other method like neural network, decision tree is still better fits to handle binary classification such as credit scoring, since it only has two class for the final output, approved and rejected. although neural network have capability to handle complex attributes and scenarios, it still has limitation, especially due to its black box nature, which is difficult to explained [6]. combination of decision tree and neural network may perform better performance, especially for cases with multi-class attributes [4]. the decision tree part may provide clear and distinct perceptrons for neural network part. it made the model much more adaptive to handle complex decision making cases. vi. limitation and future work we integrated iterative dichotomizer 3 and boosted decision tree methods to form credit scoring profile and the result shows good performance on this technique. however, the boosted decision tree is one of the memory-intensive learners and the current implementation uses relatively high amount of memory. therefore, we suggest to continue this research and combine with another method to minimize this limitation and to gain better performance of the larger dataset handling. references [1] kontan. (2019), ―npl indonesia salah satu tertinggi di asean, begini kata pengamat (indonesia’s npl is one of the highest in asean, according to observer)‖, available at https://keuangan.kontan.co.id/news/nplindonesia-salah-satu-tertinggi-di-aseanbegini-kata-pengamat (accessed 1 may 2020). [2] ilter, d. and kocadagli, o. (2019), ―credit scoring by artificial neural networks based cross-entropy and fuzzy relations‖. sigma journal of engineering and natural sciences, vol. 37 no. 3, pp.855-870. [3] bastos, j. (2008), ―credit scoring with boosted decision trees‖, working paper, munich personal repec archive, munich, germany. [4] kabari, l. and nwachukwu, e. (2013). ―credit risk evaluating system using decision tree – neuro based model‖. international journal of engineering research & technology, vol. 2 no. 6, pp.2738-2745. [5] ilayani, nangi, j. and pasrun, y. (2018). ―aplikasi data mining untuk penilaian kredit menggunakan decision tree algoritma id3 studi kasus pt. mandala multi finance cabang kendari (data mining application for credit scoring using id3 decision tree, case study of mandala multi finance integration of iterative dichotomizer 3 and boosted decision tree to form credit scoring profile sisforma: journal of information systems (e-journal) vol.7 | no. 2 |th. 2020 63 issn 2442-7888 (online) doi 10.24167/sisforma.v7i2.2659 corporation kendari branch)‖. semantik, vol. 4 no. 1, pp.65-76. [6] baesens, b., setiono, r., mues, c., and vanthienen, j. (2003). ―using neural network rule extraction and decision tables for credit-risk evaluation‖. management science, vol. 49 no. 3, pp.312-329. [7] bijak, k. and thomas, l. (2012). ―does segmentation always improve model performance in credit scoring?‖. expert systems with applications, vol. 39, pp.2433-2442. [8] tsipouras, m., exarchos, t., and fotiadis, d. (2008). ―a methodology for automated fuzzy model generation‖. fuzzy sets and systems, vol. 159, pp.3201–3220. [9] wahyuningtyas, g., mukhlash, i., and soetrisno. (2014). ―aplikasi data mining untuk penilaian kredit menggunakan metode fuzzy decision tree (data mining application for credit scoring using fuzzy decision tree method)‖. jurnal sains dan seni pomits, vol. 2 no.1, pp.1-6. [10] abdou, h. and pointon, j. (2011). ―credit scoring, statistical techniques and evaluation criteria: a review of the literature‖. intelligent systems in accounting, finance & management, vol. 18 (2-3), pp.59-88. [11] eddy, y. and bakar, e. (2017). ―credit scoring models: techniques and issues‖. journal of advanced research in business and management studies, vol. 7, no. 2, pp.29-41. [12] faddoul, j., chidlovskii, b., gilleron, r., and torre, f. (2012). ―learning multiple tasks with boosted decision trees‖. joint european conference on machine learning and knowledge discovery in databases, bristol, united kingdom, pp.681-696. [13] madadipouya, k. (2015). ―a new decision tree method for data mining in medicine‖. advanced computational intelligence: an international journal (acii), vol.2 no.3, pp.31-37. [14] melissa, i. and oetama, r. (2013). ―analisis data pembayaran kredit nasabah bank menggunakan metode data mining (analysis of bank’s customer credit payment using data mining method)‖. ultima infosys, vol. 4 no. 1, pp.18-27. [15] ponomareva, n., colthrust, t., hendry, g., haykal, s., and radpour, s. (2017). ―compact multi-class boosted trees‖. 2017 ieee international conference on big data, boston, ma, usa. [16] rahman, s., irfan, m., raza, m., ghori, k., yaqoob, s., and awais, m. (2020). ―performance analysis of boosting classifiers in recognizing activities of daily living‖. international journal of environmental research and public health, vol. 17 no. 3, pp.1082-1097. serious game development for color and object name recognition in early childhood education sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 14 issn 2442-7888 (online) doi 10.24167/sisforma serious game development for color and object name recognition in early childhood education ferdian aditya pratama, riana magdalena, stafani prima dias, davin jeremiah alamsyah atma jaya catholic university of indonesia ferdian.aditya@atmajaya.ac.id, riana.magdalena@atmajaya.ac.id, stefani.primadyas@atmajaya.ac.id, davin.201804560003@student.atmajaya.ac.id abstract— the concept of playing and learning in the classroom has begun to change from playing using physical toys to playing using a computer such as games. the use of serious games as a learning media can help the improvement of dopamine hormones in human body, which is responsible for bringing pleasure and joy to our mind. when that hormone is triggered, the children will be easier to understand the information provided through the game. tkk mitra has several problems, such as (1) the old computer with a low spec that they had, so it would be difficult for them to download or to install the new game. (2) the lack of games that can be used for teaching the children, so they often get bored quickly. this research use the iterative methodology consists of requirement, analysis and design, implementation, testing, and evaluation. the purpose of this research is to design an educational pc game. the result of this research is an education game for color and object recognition in english for early childhood education. keyword— early childhood education, game design, education game, serious game. i. introduction early childhood education is the stage where children will receive a series of lessons and knowledge that will contribute to their whole learning process [1]. because the childhood period is where they can specifically receptive to the stimuli given to him [2]. learning with playing is one of the most important in early childhood education [3]. the implementation of learning and playing concepts can develop the children's experiences in learning, improving their imagination, and affect their learning behavior [4]. the use of information technology in early childhood education nowadays is also become the central element in their learning process [5]. it is also affecting the way children play from physical toys to digital games. digital game nowadays is become a part of human lifestyle, and just like social media game also has an aspect like audio and visual too [6]. many teachers also considering the use of digital games as a learning process in the class [7]. not only the students but at the same time, the use of the game as a learning media also challenge the educator to be creative too [8]. serious game is one of the learning media that can be used to build an interactive learning atmosphere in the class because it implements the concept of “learning by doing” [9]. the researcher has shown how open-ended serious game can facilitate students’ development of specific skills and improve learning performance through problem-solving [10]. they can help expressing and translating existing narratives, social conflicts, and institutional response in a game context [11]. the teacher can also use serious games as the development of competency media [12]. in designing an educational game, we must consider not only the visual aspect but also the problem-solving aspect too [13]. the use of serious games as a learning media can help improving human hormones called dopamine, which is responsible for the pleasure and joy in our mind. when people feel happy, they are most likely to archive a serious game development for color and object name recognition in early childhood education sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 15 issn 2442-7888 (online) doi 10.24167/sisforma lot of more positive things such as learn better, improve the problem-solving ability, broaden the focus, and attention to the subjects [14]. besides, the using of serious games can also help the student to improve their cognitive skill [15]. tkk mitra is one of the kinder garden school in bsd. they also implement the concept of learning by playing in every class. but unfortunately, they have some issues in their computer class regarding the (1) old specification of their computer, and it gives them a hard time downloading and installing the new games from the internet. (2) the lack number of serious games that they have, so the children attend to get bored quickly. based on that problem, the purpose of this research is to design a serious game as learning media. the introduction of colors and object names in english is the material that taught through this serious game. the learning material in this game is based on the curriculum that tkk mitra uses in their class. the result of this research is a serious game that tkk mitra will use in their class. ii. method the serious game development process in this research is using the iterative method as the methodology, and it is as in figure 1 below. figure 1. iterative method the methodology itself consists of 5 main steps: a. planning and requirement. in this step, the authors are gathering all the user requirements. the purpose of this step is to decide what is the learning material of the games. from this step, the authors and the user choose that the game’s content will be a general knowledge like math and english. b. analysis design in this step, the authors begin to design the game concept like how is the story, game control/game flow, game characters, game environment, music and audio, and the game engine itself. c. implementation in this step, the authors begin to develop the game based on the design in the previous step. the development process of the game is using unity as the game engine and c# as the programming language. d. testing in this step, the authors will proceed with the testing process. black box testing is the method that will use in this step. black box testing will allow the authors to know about the success or failure of all the functionality in the game. from that, we can also know whether the expected results are the same as the obtained results. e. evaluation in this step, the authors will evaluate all the game functionality and the learning material with the user. the purpose of this step is to make sure that all requirements are met. iii. result and discussion there are a few main components in this game, such as game story, game control/game flow, game character, game environment, and audio. a. game story this game raises the story of two animal characters who invite players to be able to play and learn together. interactions that occur in this game are 2-way, which means players must also be involved to help the characters in the game in completing the game. the storyline used is one-way, which means the player cannot return to the previous stage if he/she has completed the stage. the home page of this game is as in figure 2. serious game development for color and object name recognition in early childhood education sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 16 issn 2442-7888 (online) doi 10.24167/sisforma figure 2. main page of the game. b. game control/ game flow the game was designed for windows os only, and it only required the mouse to play the game. the game flow is as in figure 3. figure 3. game flow serious game development for color and object name recognition in early childhood education sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 17 issn 2442-7888 (online) doi 10.24167/sisforma c. game character this game has two main characters, namely poppy and rocky. this character is a non-player character (npc) who will accompany the player for the whole stages to complete this game. the design of the characters used is as in figure 4. figure 4. game characters. d. game environment this game has five stages in total and it consists of three main stages (1) finding items, (2) mini-puzzle, (3) mini-quizzes, which divided into five stages. the game is using english as the primary language. 1. stage one the first stage of the game is about finding items. in this stage, the player must find all the items that the npc asked. the npc will mention the name of the required object along with the color of the object in english. there are three items that the player must find in this stage to proceed to the next stage, (1) pink headband, (2) brown guitar, and (3) blue boardgame. the first stage interface is as in figure 5. figure 5. first stage interface. 2. stage two the second stage of this game is about mini-puzzle. npc will give the player a simple puzzle of a 3x2 image. all that player needs to do is rotating the image until all the images are in the correct position. figure 6 is the second stage interface. figure 6. second stage interface there are two puzzles in total that the player needs to finish in order to go to the next stage. when the player can manage to complete each of mini-puzzle, the npc will mention what is that object along with the color in english. there are two object names introduced in this stage, (1) yellow corn, and (2) brown puppy. there is no time limit to finish the mini-puzzle. 3. stage three like the first stage, the third stage is about finding items too. but in this stage, the player only needs to find one item only that npc asked, which is a blue book. figure 7 is the third stage interface. figure 7. third stage interface. 4. stage four the fourth stage is about mini-quizzes. the player is required to answer three multiple answer questions from npc correctly. the mini-quizzes are consist of (1) simple math, (2) the color of the object, and (3) the object name in english. the fourth stage interface is as in figure 8. figure 8. fourth stage interface. 5. stage five serious game development for color and object name recognition in early childhood education sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 18 issn 2442-7888 (online) doi 10.24167/sisforma the fifth stage is about finding items too. in this stage, the player is required to find 6 out of 15 food ingredients. the npc will mention the name of ingredients along with its color, and the player needs to find those ingredients. the fifth stage interface is as in figure 9. figure 9. fifth stage interface. e. game audio the audio used in this game is for the background music and the dialogue between npcs with the player and fellow npcs. all the audio was edited with open source audio software called audacity. the audio editing interface is as in figure 10. figure 10. audio editing interface. iv. testing black box testing was performed to test all the functionality of this game. there are nine main functionalities (1) dialog box, (2) continue button, (3) character audio, (4) object/items selection, (5) rotating image puzzle, (6) answer quiz button, (7) finding items (ingredients), (8) play and exit button, (9) finding items. the result of black box testing is as in table 1. table 1. the result of black box testing function expected result result obtained status (1) dialog box appears dialog box appears valid. (2) the text and audio clip dialog changed sequentially when the continue button pressed. the text and audio clip dialog changed sequentially when the continue button pressed. valid. (3) the playing of the audio clip is correct in every stage. the playing of the audio clip is correct in every stage. valid. (4) play the correct audio clip and show the dialog text when the player chooses the right answer. play the correct audio clip and show the dialog text when the player chooses the right answer. valid play the incorrect audio clip and show the dialog text when the player chooses the wrong answer. play the incorrect audio clip and show the dialog text when the player chooses the wrong answer. valid. (5) play the audio clip when all the puzzle is in the correct position. play the audio clip when all the puzzle is in the correct position. valid. (6) play the correct audio clip and show the correct sign if the player chooses the right answer. play the correct audio clip and show the correct sign if the player chooses the right answer. valid. play the incorrect audio clip and show the incorrect sign if the player chooses the wrong answer. play the incorrect audio clip and show the incorrect sign if the player chooses the wrong answer. valid. serious game development for color and object name recognition in early childhood education sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 19 issn 2442-7888 (online) doi 10.24167/sisforma (7) play the correct audio clip and show the correct sign if the player chooses the right answer. play the correct audio clip and show the correct sign if the player chooses the right answer. valid. play the incorrect audio clip and show the incorrect sign if the player chooses the wrong answer. play the incorrect audio clip and show the incorrect sign if the player chooses the wrong answer. valid. (8) enter stage one if the play button clicked. enter stage one if the play button clicked. valid. exit from the game if the exit button clicked. exit from the game if the exit button clicked. valid (9) play the correct audio clip and show the dialog text when the player chooses the right answer. play the correct audio clip and show the dialog text when the player chooses the right answer. valid play the incorrect audio clip and show the dialog text when the player chooses the wrong answer. play the incorrect audio clip and show the dialog text when the player chooses the wrong answer. valid. based on table 1, all the functionalities are work correctly, and the obtained result from all functionalities are the same as the expected result. v. conclusion there are some primary elements of the game that we must consider when designing a serious game, (1) game story, (2) game control/ game flow, (3) game character, (4) game environment, (5) game audio. the story of this game is one-way storyline, which means the player cannot return to the previous stage if he/she has completed the stage. the purpose of the story is to invite the players to play and learn together. the game was designed for windows os only, and it only required the mouse to play the game. this game has two main characters that will help the players to play and learn, poppy and rocky. the characters itself is inspired by rhinos and hippos animal. in general, this game consists of five stages in total and it consists of three main stages, finding items, mini-puzzle, and mini-quizzes. all the audio used in this game was edited with open source audio software called audacity the development process also not limited only to one tool. the teachers from tkk mitra can use this game as an interactive learning media for their students. in the next research, the authors will try to analyze the acceptance of the game as a learning media. references [1] f. m. m. lucas, "the game as an early childhood learning resource for intercultural," in 7th international conference on intercultural education “education, health and ict for a transcultural world", almeria, 2016. [2] w. febriyanto, t. b. chandrawati and e. widyarto, "game design to introduce pets," sisforma, vol. 3, no. 1, pp. 33-38, 2016. [3] s. hinske, m. langheinrich and m. lampe, "towards guidelines for designing augmented toy environments," cape town, 2008. [4] r. m. yilmaz, "educational magic toys developed with augmented reality technology," computer in human behavior, vol. 54, pp. 240 248, 2015. [5] m. plumb and k. kautz, "barriers to the integration of information technology within early childhood education and care organisations: a review of the literature," adelaide, 2015. [6] a. r. putra, e. widyarto and a. dwiyoga, "wana warrior game as serious game development for color and object name recognition in early childhood education sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 20 issn 2442-7888 (online) doi 10.24167/sisforma animal rescue campaign media," sisforma, vol. 4, no. 1, pp. 1-6, 2017. [7] c.-y. hsu, m.-j. tsai, y.-h. chang and j.-c. liang, "surveying in-service teachers' beliefs about game-based learning and perceptions of technological pedagogical and content knowledge of games," educational technology & society, vol. 20, no. 1, pp. 134 143, 2016. [8] e. m. dukut, c. a. wulandari and t. b. chandrawati, "designing tommy and pokina educative language game software: a transnational popular culture project," sisforma, vol. 5, no. 2, pp. 51-61, 2018. [9] s. l. rahayu and fujiati, "penerapan game design document dalam perancangan game edukasi yang interaktif untuk menarik minat," jurnal teknologi informasi dan ilmu komputer, vol. 5, no. 3, pp. 341 346, 2018. [10] j. kang, m. liu and w. qu, "using gameplay data to examine learning behavior patterns in a serious game," computer in human behavior, pp. 114, 2016. [11] k. gugerell and c. zuidema, "gaming for the energy transition. experimenting and learning in codesigning a serious game prototype," journal of cleaner production, pp. 112, 2017. [12] m. j. sousa and á. rocha, "leadership styles and skills developed through game-based learning," journal of business research, vol. 94, pp. 360366, 2019. [13] g. kalmpourtzis, l. vrysis and a. veglis, "teaching game design to students of the early childhood through forest maths," in 11th international workshop on semantic and social media adaptation and personalization (smap), 2016. [14] a. widhiyasa, gamification to the rescue, jakarta: agate level up, 2019. [15] h. s. hsiao and j. c. chen, "using a gesture interactive game-based learning approach to improve preschool children's learning performance and motor skill," computer & education, vol. 95, pp. 151 162, 2016. university-level of elearning in asean designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 38 issn 2442-7888 (online) doi 10.24167/sisforma designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang adrianus hermawan susanto, erdhi widyarto, b. harnadi information system soegijapranata catholic university jl. pawiyatan luhur, semarang, indonesia adraianus.hermawan@gmail.com, erdhi@unika.ac.id, bharnadi@unika.ac.id abstract— the development of information and communication technology continues to run over time in various fields, without exception in the field of education. master data management of students has now started using electronic media. at pangudi luhur don bosko elementary school also used electronic media in its management, but the application has limitations in storing data, therefore the authors designed the "student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school". the purpose of this research is to design and build student’s registration book and student’s report card processing so that it can facilitate data processing, and determine the factors that influence users to adopt this application. this writing method starts with a literature study followed by the design and construction of the application, the next step is testing the application to making report card. this application is able to store data with a much larger capacity, so it can continue to be used for years. this application can process student data and be a good student data archive. the factor that can influence the user to adopt this application is the student report card archiving feature with a very complex k13 model. keywords— main book, report card, data, application i. introduction over time the development of technology continues to increase even in the field of education[1]. from its inception, the educational institution was in dire need of data storage media that would be used to record all student data of the media was the student's registration book[1]. student registration book that still use the manual writing method have a great risk of error in the writing process, besides the manual student’s registration book also has a size that is so large that it requires a fairly large storage area[2]. the student’s registration book is an archive that stores student data including the report card grades of each student[3]. at the moment pangudi luhur don bosko elementary school has used an electronicbased student’s registration book that uses the microsoft access database application, but this application has limitations in data storage, so that every year it must be replaced with a new application, because the application can no longer hold new data the following year. based on the description above it is known that applications owned by pangudi luhur don bosko elementary school currently have deficiency, especially in the management of student’s registration book from previous years, because it will take up a lot of storage memory and there will be a lot of these applications in school computers and will continue increase designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 39 issn 2442-7888 (online) doi 10.24167/sisforma from year to year. therefore, the authors conducted research under the title of student’s registration book and student’s raport card processing application for pangudi luhur don bosko elementary school which will be web-based so that data can be stored online and will facilitate its management. ii. literature review a. definition of application application is something that can store things, data, work problems into a media that is used to implement things or problems so that it changes into a new form without eliminating the basic values of these things (jogiyanto, 2005:112)”[4]. b. website website is the whole web pages contained in a domain that contains information and are interconnected[5]. a website will be displayed in a language called html (hyper text markup lenguage)[6]. c. database the database is a collection of files that are interrelated and interact, the relationship is connected with the key of each file that exists[5]. while the database system is an information system that integrates data sets that are interconnected with one another and makes it available for several applications in an organization (kusumadewi, 2004)[7]. d. student’s registration book the student’s registration book comes from a combination of two main words namely the registration book and students. according to the kbbi, the master book is a book that contains the biodata of people registered in an organization, residents of an area, and school students[8]. at the moment pangudi luhur don bosko elementary school uses an electronic based student handbook application that is using the microsoft access database application. the application has the disadvantage of having a data storage limit that can only be used in one school year. figure 1. current don bosko pl sd application figure 2. current don bosko pl sd application in this study the authors will make a webbased application so that data can be stored online and will facilitate its management. e. report card report cards are reports of student learning values and intelligence at school that are used as reports from schools to parents or guardians of students[9]. f. archives archive is everything that is written, illustrated and recorded which contains an explanation of a matter or information from an event that is used to help memories and / or can be used as guidelines[10]. g. bootstrap bootsrap is a framework used for creating website pages that provide features that are ready to use and easy to develop [11]. bootsrap has a responsive nature, which is flexible for all devices used to access website pages[11]. according to spurlock (2013: 1) states that bootsrap is a framework for css and is an designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 40 issn 2442-7888 (online) doi 10.24167/sisforma open source product made by mark otto and jacob thornton[12]. h. php dan mysql php (perl hypertext preprocessor) which is a code or script that will be run on the server side (deni sutaji, 2012: 2). php is sever side, which means skip work is done on the server, which later the results will be sent to the browser (madcoms, 2008: 1)[13]. mysql is a database management system that is open source. this database system is the brainchild of michael "monty" widenius, david axmark, and allan larson in 1995[14]. iii. research methodology the application development method applied in this study is the waterfall method. the waterfall method is a systematic and sequential information system development method[15]. the stages begin with requirements analysis, application design, program coding, testing and implementation. figure 3. the waterfall method iv. result and disscussion the application of the student’s registration book and student’s report card for pangudi luhur don bosko elementary school is designed based on a flowchart that will be used by 4 users, namely the principal, administration, homeroom teacher, and teacher. figure 4. headmaster user flowchart figure 5. administration user flowchart designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 41 issn 2442-7888 (online) doi 10.24167/sisforma figure 6. homeroom teacher user flowchart figure 7. teacher user flowchart making use case diagrams is useful for knowing the number of users and features that can be accessed by each user. 1 figure 8. use case diagram the database in this application is designed based on erd in figure 9-11 figure 9. entity relationship diagram part 1 figure 10. entity relationship diagram part 2 figure 11. entity relationship diagram part 3 in the login process is determined by 4 roles to determine what pages can be accessed by that user. the four roles are the principal, administration, homeroom teacher, and teacher. designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 42 issn 2442-7888 (online) doi 10.24167/sisforma figure 12. login display the student identity page has features including adding, updating and deleting data. in addition to these common features, there are also features that add student data by importing through excel files, then export the data displayed by the table into an excel file, and can select the columns you want to display using the column visibility feature. figure 13. students' identity page views figure 14. the student identity import page display figure 15. display column visibility of student identity the student report card page serves to display the student report card value data which is divided into semester 1 and semester 2 grades. values that have been inputted can then be updated and printed. the value input process can also be done by importing data from an excel file. figure 16. display of student report card grades figure 17. display page import report card value designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 43 issn 2442-7888 (online) doi 10.24167/sisforma figure 18. display print of student report card on page 1 figure 19. display print of student report card on page 2 the student master form page functions to display student data, which can later be printed and can display all student identities in the student master book. figure 20. display print form student master student report card pages function to display student data, which can later be printed and can display student identity, which will be used as student identity on student report cards. figure 21. display print form student report cards the report card cover form page serves to display student data which can later be printed later used as a cover label on the student report card. designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 44 issn 2442-7888 (online) doi 10.24167/sisforma figure 22. display of printed report card cover sheet the report card cover form page serves to display student data which can later be printed and can display student data needed, in the student report card cover. figure 23. display report card cover print the school transfer report form page serves to display student data which can later be printed and can display the student data needed, in the school transfer report card. figure 24. display report card transfer school the school entrance report form page serves to display student data which can later be printed and can display student data needed, in the school entry report card. figure 25. display report card entry to school the school transfer request page serves to display student data which can later be printed and can display student data needed, in the application letter for transferring schools. designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 45 issn 2442-7888 (online) doi 10.24167/sisforma figure 26. display print of transfer request letter the transfer page form page serves to display student data which can later be printed and can display the student data needed, in the transfer letter. figure 27. display print certificate of transfer to school page 1 figure 28. display print certificate of transfer to school page 2 the certificate form page functions to display student data which can later be printed and can display the required student data, in a certificate. figure 29. display page print certificate the assignment form page serves to display student data which can later be printed and can display student data as needed, in the assignment letter. designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 46 issn 2442-7888 (online) doi 10.24167/sisforma figure 30. print job page views the card form page functions to create exam cards for students. the exam card can be in the form of midterm 1, final exam semester 1, midterm exam 2, and final exam semester 2. figure 31. test card printout results the user page is for the principal, on this page the principal can add new users, and determine in what level the user is included. in addition, the principal can also do the update and delete process. figure 32. user page views the class page is for the principal, on this page the principal can add new classes and can also do the update or delete process. classes also contain homeroom data and the school year. figure 33. class page views the subject page is for the principal, on this page the principal can add new subjects and can also do the update or delete process. figure 34. subject page views interview result interviews were conducted at pangudi luhur don bosko elementary school with the school principal. the following are the results of the interview. this application is very good and very needed for sd pangudi luhur don bosko, this application is very helpful in processing designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 47 issn 2442-7888 (online) doi 10.24167/sisforma student master books because it can accommodate student data, and manage data so that it can display the data needed for administrative purposes such as letters correspond. with the import of data from excel archiving values becomes very easy, and can be done in seconds. the correspondence forms are very helpful because the features are made according to the request of the school, which is made similar to the application that the school has today, so that its use is very easy. the best feature is the filing of report cards because the report card model k13 is very complex at this time with so many values especially with the long description-shaped value, so it is greatly helped by the data storage feature that is so long in this application. v. conclusion the design of the student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school begins with designing the initial display framework, followed by designing the database, so that it knows what entities should be related and easy to develop. strategies so that the student registration book application and student report card processor for pangudi luhur don bosko elementary school are applications that can simplify student data processing and be a good student data archive and provides data import features through excel files, so that the input process becomes easy and fast. factors affecting prospective users of the student registration book application and student report card processor for pangudi luhur don bosko elementary school to adopt this application are the report archive features, because the current k13 model report card is very complex with many grades, especially with old grades, values in the form of descriptions, so it is greatly helped by the large data storage feature in this application. references [1] m. m. chafid, s. widodo, m. pd, r. firliana, and m. kom, “perancangan sistem informasi buku induk siswa berbasis web di madrasah diniyah ma ’ hadil islam planning of information system of student book stems based on web at islamic boarding school ma ’ hadil islam oleh : dibimbing oleh : universitas nusantara pgr,” 2017. [2] emy khuzainah, “pembangunan sistem informasi buku induk siswa pada madrasah ibtidaiyah sudirman pabongan ngargoyoso kabupaten karanganyar,” j. speed sentra penelit. eng. dan edukasi, vol. 5, no. laporan, pp. 1–10, 2013. [3] h. m. n. d. sibali, “penerapan sistem kearsipan pada kantor arsip daerah kabupaten kutai barat,” kearsipan, vol. 6, no. 2, pp. 1571–1578, 2010. [4] galuh raga nandika, wahyudin, and e. retnandi, “pengembangan aplikasi pengolahan nilai siswa berbasis web di sekolah dasar negeri sukagalih v,” j. algoritm., vol. 11, no. 1, pp. 1–8, 2014. [5] r. sovia and j. febio, “membangun aplikasi e-library menggunakan html, php script, dan mysql database,” j. teknol. inf. pendidik., vol. 3, no. 1, pp. 86–101, 2011. [6] m. a. muslim and a. a. pramesti, “penyajian data pelanggan pada lima area pt . telekomunikasi indonesia , tbk .,” vol. 1, no. 2, pp. 193–200, 2014. [7] u. pujianto, d. rosyadi, f. database, and m. tahani, “decision support system untuk pembelian mobil menggunakan fuzzy database model tahani,” administrator, vol. 2009, no. snati, 2009. [8] y. afero and o. fernandes, “perancangan buku induk siswa sdn 19 tanah garam kota solok berbasis web,” vol. i, pp. 69–78, 2018. [9] n. ahlung arniyanto putri and angit dwi hartanto, “sistem informasi pengolahan nilai raport pada siswa smp negeri 1 yogyakarta,” j. ilm. dasi, vol. 14, no. 04, pp. 38–43, 2013. designing student’s registration book and student’s report card processing application for pangudi luhur don bosko elementary school semarang sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 48 issn 2442-7888 (online) doi 10.24167/sisforma [10] e. jumiyati, “pengelolaan arsip di pusat teknologi bahan bakar nuklir,” pin pengelolaan instal. nukl., vol. 2, no. 03, pp. 55–62, 2016. [11] y. parassa, m. u. pesik, and r. mantala, “implementasi dan pengujian model responsive website objek wisata provinsi sulawesi utara,” no. december 2017, pp. 537– 544, 2017. [12] g. taufik, “perancangan sistem informasi administrasi puskesmas ( siapus ) kecamatan sawah besar design of administrative information systems puskesmas ( siapus ) sawah besar district,” vol. 4, no. 1, 2019. [13] a. cahyanti and b. purnama, “pembangunan sistem informasi manajemen puskesmas pakis baru nawangan,” speed-indonesian j, vol. 4, no. 4, pp. 17–21, 2012. [14] d. marsita, “pembuatan situs web almamater perguruan tinggi menggunakan php dan mysql,” univ. diponegoro, 2011. [15] j. d. hartini, “implementasi model waterfall pada pengembangan sistem informasi perhitungan nilai mata pelajaran berbasis web pada sekolah dasar al-azhar syifa budi jatibening,” notes queries, vol. s5-vii, no. 159, p. 37, 1877. gps-based ar games development potential sisforma vol.1 no.2 november 2014 : 5‐8� �5 gps-based ar games development potential gregorius alvin raditya santoso department of information systems, soegijapranata catholic university gregoriusalvin24@gmail.com abstract— the application of new technologies in a game is not a new thing. one example is the application of augmented reality (ar) technology in game. many people do not know the application of ar technology in game, although the application of this technology is able to produce a game with unique gameplay. in addition, since ar game is gps-based, it offers new gaming experience, that is, playing outdoors in which the real world becomes the game arena. this advantage gives the ar technology a huge potential to be developed into a game. keywords— game, augmented reality, virtual reality i. introduction technology continues to develop rapidly, but there are still many people who are able to catch up with its full speed. gaming world is also highly influenced by technological development. many game developers attempt to apply new technologies for innovations in a gaming world. one example is augmented reality which is well known as ar. ar technology is used in various sectors, like design, business, advertising, and game. it is a technology which combines objects in virtual world with those in real environment. this technology allows us to see the real world with different perspectives, because the world we see is equipped with a projection of the virtual world object. application of this technology in game enables gamers to have different gaming experiences when playing games. this is because the game arena is the real world the gamers live in, yet equipped with a projection of the virtual world. for offering different and “realistic” experiences, the ar technology has a huge potential to be applied in a game. ii. literature review 2.1 definition of game the followings are some experts’ definitions of game: a. for john naisbitt game is a dynamic participatory system because it contains a level of narration not existing in film. b. for fauzia a game is a form of entertainment that is often used as a mind refresher from fatigue caused by our activities and routines. c. for albert einstein game is the highest form of investigation. 2.2 types of game types of game can be distinguished by associating abilities and skills relating to learning and education (aguilera & mendiz, 2003), such as : 1. arcade and platform game can be an instrument for developing psychomotor learning and spatial orientation. 2. sports and dynamic game can ease psychomotor coordination and reduce stress. 3. strategy and role game can help to stimulate motivation from within and have a reflection of the value of the game. gps-based ar games development potential sisforma vol.1 no.2 november 2014 : 5‐8� �6 puzzle and question game can help to develop the ability for reasoning and logical thinking. 2.3 virtual reality & augmented reality virtual reality is composed of an interactive computer simulation, which senses the user’s state and operation and replaces or augments sensory feedback information to one or more senses in a way that the user gets a sense of being immersed in the simulation (virtual environment).we can thus identify four basic elements of virtual reality: the virtual environment, virtual presence, sensory feedback (as a response to the user’s actions) and interactivity. (sherman wr & craig ab, 2003) augmented reality (ar) is a variation of virtual environments (ve), or virtual reality as it is more commonly called. ve technologies completely immerse a user inside a synthetic environment. while immersed, the user cannot see the real world around him. in contrast, ar allows the user to see the real world, with virtual objects superimposed upon or composited with the real world. therefore, ar supplements reality, rather than completely replaces it. (ronald azuma, 1997) iii. research methodology literature study author read some relevant sources on games, augmented reality and virtual reality for gaining more knowledge. questionnaire author distribute online questionnaire containing 25 questions to some respondents from various circles to find out public opinion about the potential of gps-based ar games development. iv. results and discusion compared to other gaming technologies, ar technology has not been widely known. however, the result of the questionnaire shows that as many as 67.6% of respondents know about the ar technology. the reason is that in order to gather information about ar game potential, the author necessarily seeks respondents who have already known about these technologies. there are as many as 11.8% having heard about the ar technology, and as many as 20.6% who do know about the ar technology. the technology is less familiar probably due to its lack of application in daily life. through questionnaires distributed, more information is obtained, and one of which is the factor that makes the ar games less popular in the community. there are two main factors, namely, the lack of enthusiasts and gamers meet difficulties to play the ar games. both of these factors are brought up by 30.8% of respondents. while as many as 19.2% of respondents point out that the system requirements for game are quite high as a factor hindering ar games to be popular. that the ar games are uninteresting is chosen by 7.7% of respondents. as many as 11.5% choose suggest other factors. gps-based ar game enthusiasts tend to be interested in playing it because the gameplay it offers. as many as 44% of respondents choose this reason, while 16% of respondents are interested because it uses the new technology, the ar. other influential factors are an invitation from a friend to play that game and a graphical display. these two factors are chosen by 8% of respondents each. as many as 24% of respondents have other reasons to play the gps-based ar games. the gameplay factor was the main attraction. this is because the gps-based ar games make the real world as the game arena itself. gameplay usually invites gamers to have physical movements and roam the real world. when playing the game, 66.7% of respondents experience problems, such as the failure of gps failed to lock up or internet quota is already used up. a total of 39.1% of respondents experiences problem with their gps-based ar games development potential sisforma vol.1 no.2 november 2014 : 5‐8� �7 gps, while as many as 30.4%, their used-up internet. other problems are confusing gameplay chosen by 8.7% of respondents, and quite high system requirements of the game chosen by 4.3% of respondents. of course the most important thing in playing the gps-based ar games is gps working well. therefore it is not surprising if the failure of gps to lock up becomes a problem. compared to other console/pc games without ar technology, gps-based ar games have comparative advantages in terms of social interaction and portability. these two factors are chosen by 34.6% of respondents. a total of 15.4% of respondents chooses the gameplay factor, and game graphics factor is only chosen by 3.8% of respondents. the rest choose other factors. whereas when compared to android / ios game without ar technology, gps-based ar games is superior in terms of gameplay and social interaction. as many as 50% of respondents choose social interaction and 34.6% of respondents, the gameplay. and in terms of system requirements and game’s graphics each chosen by 3.8% of respondents. these data demonstrate that when compared to other games without ar technology, gpsbased ar games have an advantage in social interaction. the drawback of gps-based ar games when compared with console / pc game without ar technology is in their graphics. as many as 48% of respondents choose the graphics, while 16% of respondents choose the gameplay as the reason why ar game is inferior to games in general. both portability and social interaction factors are chosen by 8% of respondents each. as many as 20% of respondents choose other factors as the cause of the ar games shortcoming. when compared to android / ios game without ar technology, the major drawback of ar games lies in the graphics and system requirements. a total of 30.8% of respondents choose the graphics, while 26.9% of respondents, the system requirements. the rest of the respondents choose the gameplay (19.2%) and social interaction (11.5%). as many as 11.5% of respondents choose other factors. gps-based ar games, in fact, don't heavily rely on graphic for attractiveness. usually they only count on unique gameplay. additionally, for the time being, the system requirements needed to play the game arbased gps is also quite high if compared to common android / ios game. apart from being a medium of entertainment, it turns out that gps-based ar games give influence to gamers’ social lives. a total of 69.2% of respondents state that gpsbased ar games affect their social life. in addition, 56% of respondents claim that gpsbased gaming ar gives them benefits. some benefits offered by gps-based ar games are to increase ones' knowledge about their surroundings, to become a means of socialization, and of exercise as well. this is because when playing gps-based ar game, gamers should be in open area or outdoor that would require their physical activities such as walking. , playing the game also means socializing with other gamers. one obvious concern when playing the game is the lack of attention to surrounding. there is a possibility that gamers are less concerned with their circumstances since they might focus more on the game being played. gaming world is not free from fraud, and it can be the case for gps-based ar games. fraud usually takes forms in gamers’ creation of fake accounts and spoofer (changing the gps lock area). as many as 50% of respondents say that they have ever encountered fraud in the form of spoofer while 12.5% experiences fraud in the form of fake accounts. this fraud can be overcome by the game developer by blocking the fake accounts and by blocking gamer performing unnatural gps movement. in addition, the player reporting system which is applied to the game can also decrease the fraud. however, game developers have to consider several things in the application of player reporting system in gps-based ar games development potential sisforma vol.1 no.2 november 2014 : 5‐8� �8 order to avoid blocking the gamers not engaging in fraud. gps-based ar games are something new in the gaming world. therefore, game developers should be able to expose the ar technology applied to their game to the public. by doing so, people will have a better knowledge of ar technology. based on the questionnaire, gps-based ar games are potential to be developed in several ways. the most prominent potential for development is in terms of gameplay and game events. for further development of gps-based ar games, 40% of respondents choose the gameplay, 32% of respondents choose the game events, 12% of respondents choose graphics, and 8% of respondents choose social interaction. the rest suggest other aspects. of course, gps-based ar games have the potential to continue developing in the gaming world as long as game developers keep making innovations. innovations can be in forms of adding more realistic game events, such as gathering gamers somewhere and adding up more game events in the game. game developers also need to make a more interesting gameplay, so that the gamers won't be easily bored. the game's display should be interesting, and at the same user-friendly especially for novice gamers. another important thing is that game developers should be able to make a clear tutorial on how to play the game. a good tutorial on gps-based ar games is badly needed since the ar technology is still rarely applied in the gaming world. v. conclusions up to this moment, augmented reality (ar) game have had limited enthusiasts. this is because the ar technology is still unfamiliar to the general public. gps-based ar game actually has a huge potential to be developed, especially in terms of gameplay and game events. however these aspects should go hand in hand with more game developers’ publications of the ar technology for public education. as it is explained before, the application of ar technology in a game in fact can offer new game playing experiences and social interactions among gamers. references [1]https://carapedia.com/pengertian_definisi_g ame_in fo2144.html, accessed on 28 august 2014 [2]http://www.cs.unc.edu/~azuma/arpresence .pdf, accessed on 1 august 2014 [3]http://www.etunas.com/web/teorigame.htm, accessed on 1 august 2014 [4]http://www.researchgate.net/publication /274312287_kajian_virtual_reality, accessed on 1 august 2014 university-level of elearning in asean designing of restaurant information system using rapid application development sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 15 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3021 designing of restaurant information system using rapid application development wahyu adi prabowo, citra wiguna faculty of informatics, telkom institute of technology purwokerto di panjaitan no 128 purwokerto, banyumas, central java, 53147 wahyuadi@ittelkom-pwt.ac.id, citra@ittelkom-pwt.ac.id abstract— indonesia is one of the largest culinary attractions in southeast asia. the culinary diversity in indonesia encourages stakeholders to create restaurant businesses with effective and efficient business processes. one of the efforts to make the restaurant business process effective and efficient is to build a restaurant management information system. by using a system, business actors will be able to control and evaluate their business with appropriate reports. for this reason, the purpose of this study is to build a restaurant management information system using the rad (rapid application development) method, because building this application requires a systematic, structured, and object-oriented process. the rad method emphasizes a high quality systems, fast development and delivery and low costs development process [1] so that this process requires a serious role from business actors to build a restaurant management information system. the results of this system design can make it easier for business actors to control the business process from the customer to the kitchen so that the food and beverage ordering process will be served quickly. the gui restaurant management information system is made interactively so that customers and business actors can easily understand the system. the test results of this system use black-box testing, with the conclusion that the system is successful to run. keywords— information system, rapid application development, blackbox testing. i. introduction the business process activities of the restaurant business are food and beverage business activities that can last a long time and are a necessity for everyone [2]. the increase in the food and beverage business process activities in figure 1, quoted from aseanbriefing.com (2019) states that indonesia is a country that has the largest foodservice in southeast asia. in indonesia, the driving force for the food and beverage business is in full-service restaurants, fast food, and suburban food stalls [3]. figure 1. percentage of service value and volume of southeast asia food production for this reason, food and beverage business actors, both small and large, must improve their internal business systems for the progress of their companies [4]. one of the efforts to improve the internal system is to build a well-coordinated information system. a common problem that occurs in restaurants is the inaccurate synchronization of reporting on the profits of business activities and restaurant business operations. so that business actors will difficult to measure and difficult to book their business performance [5]. for that, we need a system that can control and evaluate the business with accurate reporting from upstream to designing of restaurant information system using rapid application development sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 16 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3021 downstream of the restaurant business process. several researchers have made a solution to this problem, for example, a mobile-based management system in a local server network. in this study, there is still a constraint that chefs must be able to refresh data to the server every time there is an order so that the data is not automated into the ordering service system [6]. another study is the problem with data ordered by customers and which are presented differently so that customers feel disappointed because they feel that the menu is not served properly [7]. to produce quality information, an information system that has certain characteristics is needed [8]. system characteristics, namely: system components, system boundaries, subsystems, external environment, system liaison, system input, system output, system processing, and system objectives [9]. information system design can be implemented in various fields such as finance, inventory, education, to human resources in companies. using the rad method can combine special techniques and computer tools to accelerate the analysis, design, and implementation stages. the rad method also functions as a method of evaluation and feedback from users [10]. this method is based on intensive meetings with all important stakeholders (for example, developers and users), where after all the stakeholders come together they will produce specifications according to business needs or processes [11]. based on the background exposure, the researcher's concentration will be to create an integrated web-based restaurant management information system so that the report data on restaurant business operations will be recorded properly so that it can reduce data mismatch in the restaurant business processes. therefore, the restaurant business process can apply a web-based information system [12]. ii. method the method used to implement the restaurant management information system is the researcher using the rad (rapid application development) method. this method is used because the method of implementing information systems can suit the needs of the users [13].the cycle in this rad stage can be seen in figure 2. figure 2. rad stages [14] in making information systems under user needs, the process must be systematic, structured, and object-oriented [15]. the 3 completion phases for the restaurant management information system based on the rad method can be explained as follows [16]: 1. requirements planning for this phase, the researcher met with stakeholders to find out the wants and identify the system objectives and requirements for the information system to be built. 2. rad design workshop in this phase, the researcher builds and implements a system that can be described as a workshop. researchers build information systems and directly visualize their designs and business processes to stakeholders. during the workshop process, stakeholders can immediately respond to the information system built and can correct modules that are not by the wishes of business stakeholders. 3. implementation in this phase, researchers and stakeholders discuss with each other to create a restaurant management information system during the workshop. not only the system but also designing appropriate business processes for stakeholders before they are used in their place of business. after approval from all designing of restaurant information system using rapid application development sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 17 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3021 aspects, the information system is tested and introduced to the organization. iii. results and discussion the restaurant management information system is an integrated system in each restaurant business operation line. this system can make it easier for stakeholders to control every report on the restaurant business operations. this restaurant management information system offers a complete web-based food ordering system with pos, cashier, kitchen, tables that can be adjusted to meet the requirements of restaurant and cafeteria businesses to increase inventory positions, increase profits, and better customer service by optimizing workforce needs and reduce operating costs. the system built is comprehensive and is ready to be used for small, medium to large restaurants. this system is built so that stakeholders can easily use the application and build it simply according to stakeholder needs. this system is built to suit all types of restaurants and restaurants with user-level adjustments. this restaurant information system uses a web-based two-tier architecture that is safe to use. the two-tier model is a client/server configuration that is divided into 2 entities, namely the client and server application [17] which can be seen in figure 3. figure 3. model two tier [17] this restaurant management information system device runs on the windows 7 platform or higher that has mozzila firefox or google chrome connected online to the internet. the programming language for this system uses php (hypertext preprocessor), css (cascading style sheet), and java script. this restaurant management information system is a software that provides information data regarding food and beverage menu data along with prices presented in tabular form. this system interacts with the system through a gui (graphical customer interface) interface. this system application gets menu data from the admin. an admin who performs menu data input according to the available menu with the help of systems on the web. the menu data is then processed and stored in the database server. processing the data will produce information that will be displayed in the menu table. use case diagrams in this system are used by actor roles to gain access to this system. login is based on a unique id which is the character of the customer name and password. the design of this use case can be seen in figure 4. figure 4. use case diagram in figure 5, the interface on this system is the main web display. apart from containing information about the interface, this system is also able to log into the system which is only for the customer. customers must enter their username and password correctly in the textbox provided. when the login button is designing of restaurant information system using rapid application development sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 18 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3021 pressed, the system will check the entered username and password, with the username and password that have been stored in the database. if the username and password data is correct or matched, the user will enter the system, otherwise, if the username and password are incorrect or not matched, a warning message will be given. figure 5. home interface (login) in figure 6, this password change interface is used to change the user's password. the full name textbox cannot be changed if you want to change it must contact the admin. users can change their email, username, and password in the provided textbox and then click the update button. then the system will change the data in the database. figure 6. change password interface figure 7 this food order menu interface is a page for ordering food. this interface provides info about the order menu. this menu consists of managing order data, in the form of add, change, and delete. from this menu, customers can choose the food and drinks they want to order then, this order data will be sent directly to the kitchen actor role menu so that the orders that have been entered are processed immediately to be sent to the customer. figure 7. food order menu interface figure 8 this menu data interface is a special page for admin. this interface provides info and input regarding the available menu lists. menu data menu consists of add, change, and delete menus. figure 8. interface data menu in figure 9, the menu interface for order data access is a special page for kitchen admins. this interface provides order info that must be delivered to the customer. this menu consists of access order data, and delete order data. figure 9. interface of order data access menu testing for the restaurant management information system uses black-box testing to determine the capabilities of the program that has been designed to suit stakeholder desires. this test is carried out so that designing of restaurant information system using rapid application development sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 19 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3021 researchers can be given input on the ability of the program whether it is under the wishes of the stakeholders by the desired functional requirements [18]. the results of this test can be seen in table 1. table 1. description of test results description testing procedure input output outcome evaluation criteria results conclusion sign in testing enter username and password to enter account. username and password the system does not return to the sign in page customer data fields that are not filled in there will be an order "all fields must be filled in" success accepted test change password & forgot password enter the new username & password new username & password the system does not return to the sign in page the system will generate a password when the customer forgets the password success accepted testing menu data ordering the system will display the main page menu food, beverages, and dessert button. then message on each menu button the order goes smoothly and goes to the administrator customer order data fields that are not filled in there will be an order "all fields must be filled in" success accepted iv. conclusion this restaurant management information system is built using a two-tier architectural model because the database used is separated from the client so that the database can be accessed by anyone with an interest in the restaurant's business process system. this architectural model also makes it easier for users to get data and then the data is directly distributed back to the user. a reliable interface and supported by a gui (graphic user interface) that is easy to use, built using the php programming language (hypertext preprocessor), css (cascading style sheet), and java script. usecase diagrams are designed using 3 main actor roles, namely customer, admin, and kitchen to produce effective and efficient reporting data on ongoing business processes. for the experiment, the description of the test results obtained in the implementation of the restaurant management information system design using the rad (rapid application development) method is under the quality and needs of the stakeholders. the importance of using the rad method, in terms of work in making the restaurant management information system, the implementation time will be faster and have the quality required by stakeholders. in each module work refers to the rad method so that it is more effective and efficient in its processing. because by using this rad method, researchers and stakeholders always interact with the making of the system so that it can meet user needs. the completion of the modules carried out refers to the needs desired by the stakeholder so that it makes it easier to work on them. with this restaurant management information system design, operational reports in business processes will be well controlled because every transaction will be directly entered into the system designing of restaurant information system using rapid application development sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 20 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3021 database. for stakeholders, it will be easy to control every document needed for the progress of their business ventures. references [1] [1] c. jones, “49 rapid application development (rad),” in software methodologies a quantitative guide, 2017, pp. 381–384. [2] d. amrullah, “strategi pengembangan bisnis restoran makassar berbahan baku hasil ternak dalam mendukung penyediaan makanan sehat,” manaj. ikm, vol. 11, no. 1, pp. 1–9, 2016, [online]. available: http://journal.ipb.ac.id/index.php/jurnal mpi/. [3] j. herianto, michael., & gunawan, “identifikasi karakteristik pada industri restoran di surabaya,” j. sains dan seni its, vol. 8, no. 2, 2019. [4] t. soewanda, p. m. bisnis, p. s. manajemen, u. k. petra, and j. siwalankerto, “rumah makan nasi bebek pak janggut di surabaya,” vol. 3, no. 1, 2015. [5] n. n. wahid, “pengaruh kemampuan menyusun laporan keuangan dan motivasi terhadap kinerja ukm di kota tasikmalaya,” ris. akutansi dan bisnis, vol. 12, no. 1, pp. 53–68, 2017, [online]. available: http://jurnal.unsil.ac.id/index.php/jak/ar ticle/view/295/207. [6] m. r. perkasa, r. kridalukmana, and e. d. widianto, “perancangan sistem manajemen restoran dengan aplikasi pemesanan restoran berbasis mobile dalam jaringan lokal,” j. teknol. dan sist. komput., vol. 4, no. 2, p. 289, 2016, doi: 10.14710/jtsiskom.4.2.2016.289-294. [7] herfin, k. wijana, and e. kurniawan, “sistem informasi manajemen rumah makan berbasis mobile (studi kasus co-cowmilk),” j. eksis, vol. 5, no. 1, pp. 30–34, 2012. [8] tundung subali patmamohammad maskanalifiulahtin utaminingsih, “sistem informasi manajemen guna mendukung keputusan,” in sistem informasi manajemen guna mendukung keputusan, 1st ed., indonesia: polinema press, 2018, p. 60. [9] r. i. elisabet yunaeti anggraeni, “pengantar sistem informasi,” in pengantar sistem informasi, 1st ed., indonesia: andi yogyakarta, 2017, p. 148. [10] a. dennis, b. h. wixom, and r. m. roth, system analysis and design 5th edition. 2012. [11] s. d. b. john w. satzinger, robert b. jackson, “systems analysis and design in a changing world,” in systems analysis and design in a changing world, new york: cengage learning, 2016, p. 512. [12] t. handayani, i. gunawan, and r. taufiq, “rancang bangun sistem informasi pemesanan menu makanan berbasis web (studi kasus: restoran bukit randu bandara),” j. sitech sist. inf. dan teknol., vol. 3, no. 1, pp. 21–28, 2020, doi: 10.24176/sitech.v3i1.4837. [13] r. saptono and r. anggrainingsih, “development of software size estimation application using function point analysis (fpa) approach with rapid application development (rad),” itsmart j. teknol. dan inf., vol. 5, no. 2, pp. 96–103, 2017, [online]. available: https://jurnal.uns.ac.id/itsmart/article/vi ew/1988. [14] a. ananta, “sistem informasi inventaris laboratorium komputer menggunakan model rapid application development pada stmik lamappapoleonro soppeng,” j. ilm. sist. inf. dan tek. …, vol. 3, no. april, pp. 20–28, 2020, [online]. available: https://ojs.stmik.ypls.ac.id/index.php/ji sti/article/view/48. [15] f. fatoni and d. irawan, “implementasi metode extreme programming dalam pengembangan sistem informasi izin produk makanan,” j. sisfokom (sistem designing of restaurant information system using rapid application development sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 21 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3021 inf. dan komputer), vol. 8, no. 2, p. 159, 2019, doi: 10.32736/sisfokom.v8i2.679. [16] kenneth e. kendall and julie e. kendall, analisis y diseño de sistemas. 2011. [17] s. wahyu pujiyono, m. idham ananta timur, “perbandingan model two-tier dengan three-tier dalam arsitektur client/server untuk mengolah perintah query pada aplikasi database,” pp. 17–25, 2004. [18] r. r. latief, a. achmad, and s. sahibu, “aplikasi pencarian ustadz untuk wilayah kota makasar menggunakan algoritma floyd warshall dan haversine formula berbasis android,” sebatik, pp. 337– 342, 2014. customer and developer’s point of views to game cloning sisforma vol.1 no.2 november 2014 : 1‐4� �1 customer and developer’s point of views to game cloning ryan susanto department of information systems, soegijapranata catholic university susanto_keroro@yahoo.com 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. keywords — game cloning, lawsuit, creativity, developer, customer i. introduction with the booming population of indie game developer in the recent years, many new video game genres have emerged in marketplace and also the free market on online stage. along with the recent industry development, there are many video cloned games ripped off from famous games. this phenomenon worries many developers. customers have biased views on this matter despite the fact that there are many video games protected by it lawsuit. in reality, many customers and developers neglect the lawsuit. however, many people still advocate the original video games. this rejection comes from customers and developers shouting to protect their video games. ii. literature review video game cloning is defined as “the action of cloning a game in a whole”. with many recent video cloned games, developers are worried if their games become the victim of this practice. yet, not many video game clones are bad or merely done for the sake of easy money. many video game developers try to imitate and outdo the original one. the rising trend of video game marketplace, such as steam, google play, and apple store, is one of the factors that makes video game cloning easy to sell online. some examples of recent famous video games as products of cloning are subway surfer (cloning from temple run), true crime (cloning from gta iii), and king of fighters (cloning from street fighter). 2.1 point of views from customers the proverb saying that “the customer is always right” is a twisted one. in reality, many customers willingly shut off their eyes from the existence of video game cloning in our society, since the budget to make a video game cloning is relatively cheaper than creating an original one. but not all customers are the same. there are two kinds of customer, the simple-minded and the open-minded ones. the differences between these customers can create difference point of views to video game industry. for example, the simple-minded customers act rashly and give judgment, including accusation, to a video game without prior knowledge of the matter, while the openminded ones act differently that is by learning about it and usually give a credit if a game is better than the original one. 2.2 point of views of video game developers the producers of video game cloning are commonly identified as law offenders or men without creativity. yet, many recent and well-known developers started from cloning and making better an original one. however, one needs to keep in mind that video game customer and developer’s point of views to game cloning sisforma vol.1 no.2 november 2014 : 1‐4� �2 cloning remains potential to damage the market and make the original one disappear from the scene of game industry. the critical game cloning developers do not only carbon copy the original, but they revamp and improve the flaws of the original. therefore, their video games are not just carbon copies, though the original one is the basis of cloning. fig 1. true crime mocking in gta san andreas in their games, game cloners usually put credit to the original one, like in cameo or give a reference about the game. it differs from the game cloning developers who just want to take quick advantages of famous video games without making any significant changes. fig 2. tetris vs mino they only create a cheap knockoff which is then bought by a deceived customer. this fact worries and angers the original video game developers. for them, video game cloning harms their reputation and result in market loss. as long as video games are both entertainment media and intellectual property, this problem will keep taking place [1]. as in the case of video game mino on ios, the game developer was inspired by tetris video game, and the developer used almost all assets from the game [2] 2.3 point of views from lawsuit according to the laws of sanctioned plagiarism (constitution no. 20/2003), those committing plagiarism are imprisoned for two years maximum/fined for idr 200 millions (article 70). this sanction is enacted in which is regulated by the provisions of act 19 of 2002 on copyright[4]. a plagiarist is a person who steals other intellectual properties. plagiarism is different from rights offence. a copyright offender uses or sells an original product without permission from its owner, whereas plagiarism is an act of taking over someone else’s property and claiming it to be one’s own. video game cloning is included as plagiarism, but at recent development, one is able to distinguish a game cloning which can be categorized as plagiarism and the one which actually bears novelty compared to its original version. the copyrights lawsuit cannot be fully protected. a copyright issue in video game cloning is like what people mean when they talk about a song, “you can take the lyrics, but not the style” [3]. iii. research methodology the method of finding data on video game cloning is by using questionnaire from google form. the total respondents participated in this research is 38 people who are asked to answer 20 questions. the research period is 12 to 21 july 2014 iv. results and discusion based on the research finding, we can draw a conclusion that the concept of video game cloning is open-minded. not many people immediately judge that game cloning is something dangerous or a wrongdoing. they take some time to watch, observe, and value the video game with precaution. the data show customer and developer’s point of views to game cloning sisforma vol.1 no.2 november 2014 : 1‐4� �3 that there are 2 factors applied to measure whether a game is a result of a cloning process, those are, gameplayanswered by 31 participants and aesthetic -by 21 participant (each participant is given 3 choices) gameplay is a system or the main factor in producing a video game. with many video game varieties, it cannot be denied that the varieties are obviously derived from video game cloning, for instances, saints row, king of fighters, pro evolution soccer, and many more. these video games are the imitations of their original versions, yet with some changes and innovations, they are able to stay away from the stigma as cloning games. in fact, they are as good as and even much better than the original versions. originality is required in gameplay so that the customer can identify the difference between one game with the other. in addition to originality, creativity is also paramount in order to make a gameplay fun, user-friendly, and unique. the standard fig 3. king of fighters 94 and street fighter ii of a gameplay is determined by a developer’s level of creativity. the video game developed does not have to be totally different from the original video used as its basis. improving the original one or giving it more comparative advantages to draw more customers’ interests is an outcome of creativity, not as a pure imitation prone to be accused as an act of plagiarism. these qualities will make customer appreciate the game made by the ethical video game cloning developer and the original video game developer as well. aesthetic or the interface is the second factor to determine if a video game is a clone or not. there are some cloned video games developers who make use of game assets without any changes, and therefore having no ethical concern. this type behavior is not an act of cloning but a crime. such a developer commits a criminal offence and ignores ethics. in the figure no 4 , the first picture is a game entitled “five nights at freddys five nights at slender“ that uses asset from the game entitled “five nights at freddy’s” fig 4. the action of game cloning (first) to the original game (second law enforcement should be present to fight against the video game cloning developers who take advantages of other video games without legal or ethical considerations. however, law is unlikely to provide adequate customer and developer’s point of views to game cloning sisforma vol.1 no.2 november 2014 : 1‐4� �4 protection, as it is implied by an answer from a participant, stating that, “it is still biased if the game is developed with the same engine and inspired by the same game. the probability of similarity [between the cloned and the original games) is high...”. that statement describes the uncertain situation in video game lawsuit when it deals with the unethical video game cloning trends. as many as 31 participants (or 81%) answer ‘no” when they are asked “is it wrong to clone a game?” the customers have known that not all cloned video games are necessarily bad. it is proven by the result of the questionnaire on participants’ knowledge about video game cloning. there are some reasons, such as “ as long as the video game cloning is better than the original, then why not?” and “though the gameplay of three kinds of game is almost the same, it is not a big deal as long each of them performs originality. for me, cloning is not problematic at all as long as originality is there.” this statement represents recent customers’ behaviors and point of views. when participants are asked, “do you still play game after you know that video game is a clone?” 19 participants (50%) said “no”, 16 participants (42%) said “neutral” with the a margin of 7% , and 3 participants said “no” kind of dangers in front of us and when it are going to happen. v. conclusions the paradigms of both customer and developer in terms of video game industry exist in a grey area. in one hand, they are against the unethical video game cloning developers who commit crime. in the other hand, they appreciate efforts, ideas, and originalities in the video game cloning, especially when the quality of a video game cloning is far-away better than the original. however, one has to keep in mind that in game industry, video game cloning remains a wrong behavior since it discourages efforts and jeopardizes creativity in creating video games. references [1] phillips thomas. 2014. “don't clone my indie game, bro”: informal cultures of videogame regulation in the independent sector. links : http://www.tandfonline.com/doi/pdf/10.10 80/09548963.2014.1031480 [2] orlan kyle. 2012 .defining tetris: how courts judge gaming clones. article: http://arstechnica.com/gaming/2012/06/de fining-tetris-how-courts-judge-gamingclones/ [3] hamilton kirk. 2012. a defense of video game cloning. links: http://kotaku.com/5882132/a-defense-ofvideo-game-cloning [4]putranto, dimas noveriko. 2009 .tindakan plagiarsime dalam tayangan televisi ditinjau dari undang-undang nomor 19 tahun 2002 tentang hak cipta. links: http://lib.ui.ac.id/file?file=digital/122434pk%20iv%202075.8158tindakan%20plagiarisme-ha.pdf university-level of elearning in asean integration of library data on reference books: with service oriented architecture implementation methods and (esb) enterprise service bus sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 1 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.2863 integration of library data on reference books: with service oriented architecture implementation methods and (esb) enterprise service bus erwien christianto faculty of information technology universitas kristen satya wacana erwinchristiant@gmail.com abstract— libraries have an important role in mastering science and technology as well as a center for information activities. currently, the library extends its services not only in hardcopy but also in softcopy and provides faster information retrieval capabilities. service oriented architecture (soa) provides better multi-platform integration through network infrastructure. this job is to implement soa in a library information system based on glassfish enterprice service bus and mysql database. the methods for implementing library application design using soa and esb are built using a business process approach with several stages (m. weske, 2006). the application of the methodology to be implemented with soa and esb is built using a business process approach with the following stages: the first stage, map design for integration of library requirements, the second stage is service interface design, the third stage builds relationships between services combine services that have been previously created by interaction with other services. the fourth stage is determining the logic flow that will evaluate the service logic flow that has been created with existing business processes. the fifth stage builds scenarios for shared perceptions and refining existing processes. the results show that the design has faster search capabilities that match the needs of the library. keywords— web service, integeration soa, reference book. i. introduction library is an organization which provides book and literature circulation services for public, student, teacher, and researcher. services provided by librarians have important roles to satisfy user’s need. besides perfectly and fast, all library’s services should maintain its service flow well documented, including shelves layout, book location, book catalog, linked books, references book, customer database, and so on. for library systems that developed using different platforms, data communication problems occurred. web services provide communication data features to solve this problem. based on those explanation, we tried to develop library information system using service oriented architecture (soa) in order to utilize web services. we hope that this system may connected and integrated with other different library systems to provide wider scopes of services for public and customers. soa has been widely implemented for data processing, including garment company which implements soa for its bussiness process, providing output for processes to be further automated by web services to determine basic price for each products [1]. soa also been implemented by universities for their research information management. information from the search engines were integrated with internal data from their library repositories using web services [2]. soa web service also been implemented by university in yogyakarta to improve its service effectiveness in library searching services based on academic information and integration of library data on reference books: with service oriented architecture implementation methods and (esb) enterprise service bus sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 2 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.2863 employee management system and might be accessed using android mobile phones [3]. a. business process main activity in the library is references searching. reference is content or material which treated as benchmark that has two criterias: general benchmark and special benchmark. general benchmark means that those materials or content become a benchmark for wider topics, while special benchmark means that those materials or content become a benchmark for a specific topic. [4] based on those definitions, we need to understand basic activities on the business processes, which is integration of planned and coordinated specific activities for target achievement. business process might be added and integrated with other simulations, verifications, and expansions of an activity using service oriented architecture that will provide wider perspective for the company or organization [5]. figure 1. cycle of business process [4] business process contains series of activities including input initiation, information transformation, and output producing. it means it needs analysis steps for each business processes to be identified, verified, and validated so main objective of the organization might be achieved through the business process. soa is an application architecture which developed in the context of information system that implemented into services. this architecture was designed using perspective that system might provides specific service which combined with other services or conducts series of services based on the business processes. services that reflects logic automation models treated as small different units where the main service is distributed into separated units [6]. figure 2. soa terminology [7] b. web service web service is a mechanism to provide data through computer network using extensible markup language (xml) which not depends on a specific operating system or computer programming language. the transmitted data called xml-procedure calls (xml-prc) or simple object access protocol (soap) which forwards http get/post messages as the data. web service might be implemented as centralized service or decentralized service [8]. enterprise service bus (esb) is an infrastructure to integrates applications and services. esb might reinforces soa by reduces quantity, size, as well as interface and service complexity. esb is used to connects several it resources in an infrastructure. esb should be flexible to integrates and reinstall components according to business process’ changes. esb integrates components and provides ability to integrates system into soa and distributes it gradually. figure 3 : enterprise service bus (esb) infrastructure integration of library data on reference books: with service oriented architecture implementation methods and (esb) enterprise service bus sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 3 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.2863 ii. method this study is to implement library information system which designed using soa and esb that developed based on business process approach as follows: step 1, designing a map for requirements integration which needed to describe whole business process. step 2, designing the user interface. figure 4. steps of system design [5] step 3, designing connection between services. step 4, defining process logic between processes and services. step 5, aligning all interaction scenarios and refine all business processes. in this study, we use mysql, while all defined business processes constructed by interviews with librarians in salatiga, indonesia. iii. system design problem that occurred in the library was there is no integration among services in library. book searching only conducted in a library and there is no repository exchange between libraries that provide other repositories for the client or user. this study is trying to integrate all repositories and services, and the infrastructure design can be seen in figure 5. figure 5. design of library infrastructure this infrastructure design implements data communication between regional library owned and managed by government and universities’ libraries using service oriented architecture (soa) which allow each library provides all integrated and wider services to their client. a. book searching process business process is a stream of activities which contains of input initiation, information transformation, and output generation [9]. main activities in the library information system are searching, borrowing and returning books. in this study, we tried to integrate all connected repositories from different institutions for searching service. once a user search a book, it searches not only in the origin repository, but also in all connected repositories. figure 6 shows how searching business process works. figure 6. book searching business process b. architecture design based on the design and steps, this library information system will implements web integration of library data on reference books: with service oriented architecture implementation methods and (esb) enterprise service bus sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 4 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.2863 services. each service requirements will be forwarded to activities to determine each process sequences [10]. in the step of soa persentation, the interface design is conducted by using web services description language (wsdl). this service is developed in the abstraction step by combining all developed interaction services. the result will point the search based on linked book references in all connected repositories (figure 7). figure 7. design of library information system using wsdl c. use case diagram the developed library information system figures out the functionality of the subjects (librarian and the client) called actors which interaction creates stream of events in activities such as book searching, book borrowing, and book returning. use case diagram is a diagram which shows communication and interaction between actors or subjects. by using use case diagram, we can clearly see all interactions and communications among actors (figure 8) [11]. figure 8. use case diagram of the library information system from the use case diagram, we can describe all roles of the actors. table 1 shows all actors and their roles in the developed library information system. table 1. actors of the library information system actor role library member book searching book borrowing book returning librarian serving all processes and inform the availability of the searched books and their locations d. activity diagram activity diagram is a diagram which shows control flow between activities in the business process that been implemented in the application both in sequential or paralel forms [12]. in the activity diagram, all activities are mapped as seen in figure 9. figure 9. activity diagram of the library information system e. class diagram class diagram is a structure which describes all connections between classes in the sub system which is inheritance of the given definition. in the class diagram showed attributes or properties of the sub system which connects all events to manipulate a method, function, or operation [13]. in the class diagram we recognize the term of attribute, method, operation, package, class description, object, inheritance, containment, and association. figure 10. class diagram of the library information system integration of library data on reference books: with service oriented architecture implementation methods and (esb) enterprise service bus sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 5 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.2863 iv. result and discussion in the phase of implementation, we developed web services to provide data communication channels for all business processes. these services were developed based on given parameters which used for all activities using extensible markup language (xml). the xml packages will be received and shown by simple object access protocol (soap) [14] to response and request required elements. figure 11 shows codes for book searching. figure 11. book searching codes these services were implemented using bussiness process execution language (bpel) with glassfish enterprise service bus (esb) and mysql relational database based on the defines business processes. in other words, the services were implemented using wsdl and sent by using soap in the form of wsdl encapsulated database. figure 12. design of bpel flow during the process, the enterprise service bus (esb) has been designed as composite applications [15], which means all parts of the application that use mysql database were used to built a set application which contains different parameters [16]. each parameter or sub system provides well defined description as seen in figure 13. figure 13. design of the esb composite application based on the implementation, we found that input processes by the librarian create composite test on the enterprise service bus (esb) where all parts might be constructed by input informations as a basis for reference book searching. figure 13. test of the composite input during the evaluation phase, several scenarios were tested, and we found that 1) all integrated services using openesb were ran well while generate bpel and composite applications. 2) openesb integrated web services were found stable without rename the operation, input, and output reformating. we only need to recreate bpel because openesb uses wsdl staticaly. 3) designed main services and methods were ran well, which to show all information related to book searching using ns: hmrequest and get info methods, while service to show all integration of library data on reference books: with service oriented architecture implementation methods and (esb) enterprise service bus sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 6 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.2863 information related to book referencing using tns: kref and get info methods. v. conclusion the usage of service oriented architecture (soa) and enterprise service bus (esb) in the web service development may generate better performance during searching process using large database such as library repository. for future study, we recommend to implement in larger scale of libraries network to test and evaluate the designed architecture of this library information system. references [1] ramdani, “pemanfaatan koleksi referensi sebagai sumber daya perpustakaan dalam jasa layanan informasi : studi kasus pada perpustakaan mahkamah konstitusi republik indonesia,” 2010. [2] a. wijanarko, i. wisnubhadra, and b. l. sinaga, “integrasi informasi penelitian pada perpustakaan perguruan tinggi berbasis web service,” pp. 7–12, 2013. [3] a. t. s. christanto and r. kurniawati, “penerapan service oriented architecture menggunakan web service pada aplikasi perpustakaan berbasis android,” j. buana inform., vol. 7, no. 1, pp. 1–8, 2016. [4] a. i. mujab and a. setyadi, “persepsi pemustaka terhadap sikap pustakawan dalam layanan referensi di perpustakaan universitas katolik soegijapranata,” vol. 4, no. 2, 2015. [5] j. hasugian, dasar-dasar ilmu perpustakaan dan informasi. usupress, 2009. [6] thomas erl, sample chapters soa concepts, technology, and design. 2005. [7] m. endrei et al., “patterns: serviceoriented architecture and web services,” contract, vol. 1, pp. 17–42, 2004. [8] e. cerami, web services essentials, first edit. o’reilly, 2002. [9] p. harmon, business process change: a business process management guide for managers and process professionals: third edition. 2014. [10] c. ouyang, m. dumas, w. m. p. van der aalst, a. h. m. ter hofstede, and j. mendling, “from business process models to process-oriented software systems,” acm trans. softw. eng. methodol., vol. 19, no. 1, pp. 1–37, 2009. [11] i. zufria, s. utara, m. indonesia, i. t. quality, and t. m. decisions, “pemodelan berbasis uml ( unified modeling language ) dengan strategi teknik orientasi objek user centered design ( ucd ...,” no. january 2013, 2016. [12] y. sugiarti, “dasar-dasar pemrograman java netbeans, database, uml, dan interface,” bandung pt. remaja roskadarya, 2018. [13] a. s. rosa and m. shalahuddin, “modul pembelajaran rekayasa perangkat lunak (terstruktur dan berorientasi objek),” bandung modul., 2011. [14] j. gustafsson, r. kyusakov, h. mäkitaavola, and j. delsing, “application of service oriented architecture for sensors and actuators in district heating substations,” sensors (basel)., vol. 14, no. 8, pp. 15553– 15572, aug. 2014. [15] ghifari munawar, “the web service prototype on delivery system in the implementation of enterprise service bus,” jethosurnal penelit. dan pengabdi. (sains teknol., vol. 05, pp. 63–68, 2017. [16] y. m. al-ashqar, “building and evaluating a soa-based model for purchase order management in ecommerce system,” no. october, 2012. dating simulator in indonesia sisforma vol.2 no.1 may 2015 : 1‐4� �1 dating simulator in indonesia dominikus reynard darmawan game technology unika jl. pawiyatan luhur, semarang, indonesia dominikusreynard@gmail.com abstract— japanese culture has been entering indonesia, especially anime, fashion, and dating sim. how big the effect of the existence of dating sim in indonesia? keywords— dating sim, dating simulator, simulator, japanese game i. introduction after japanese animation (anime) entering indonesia, japanese culture is like dominate indonesian culture. almost all of people know what anime is and they start to learn japanese culture from anime. they also start applying it in their daily activities. after the writer saw that phenomenon, the writer will identify the game that is very popular in japan and in anime lover communities. this game is “dating simulator”. the genre of this game starts to grow in group of otaku in japan. in this game, a player can date with the character he wants to date. now, many games of dating sim become an idea of anime. thus, for people who do not know about dating sim they will know about it after watching anime. from all dating sim games, “love plus” is the most popular dating sim game. because many people in indonesia who force themselves to follow culture, fashion, and everything from japan, the writer wants to know if the genre of the game like dating sim has entered indonesia or not. if it has already entered indonesia, how much its growth in indonesia, how that game competes with other games in international market, and if there is any positive or negative effect to the player. ii. literature review dating simulator is a game which simulates dating life. this game starts to become the favorite one since the player can date the character he/she likes easily and start his/her daily life with his virtual girlfriend/boyfriend. 2.1 gameplay gameplay in dating simulator game made in japan is almost same as visual novel. the difference is the player can move freely, and he has some status like “smart”, “power”, “money”, etc. those are needed to get a girl. there will be more than one girl, so the player can choose which one he wants to date. after the player finishes the story, the player can start to date with the character he chooses. he can do anything with that character like talk to her, send her a message, go to vacation together, etc. because this game is actually for portable console like psp, 3ds and other kinds of portable console. therefore, this game has real time that make it looks like real. the player can date his girlfriend just like in time same as in his real life. for portable console which using touchscreen, the player can touch his virtual girlfriend. moreover, that makes this game special is the player must choose the right answer to make the story. that is why a little mistake can make a different ending. that makes many people like to repeat playing the game just to see all secret ending. 2.2 dating simulator as sub-genre mostly, a game includes dating sim as a sub-genre. it means it is not a main genre like gta, persona, etc. however, now dating simulator in indonesia sisforma vol.2 no.1 may 2015 : 1‐4� �2 many people start to use dating simulator as a main-genre like love plus, sunrider academy, etc. 2.3 advantages of dating simulator if people talk about advantages of dating simulator, this game is very entertaining for someone who does not have any girlfriend. not only that advantage, dating sim also has a storynot just dating with the character, the player will be invited to know the fictional character in game. besides story and dating, this game provides gameplay that is more challenging where the player must understand how to manage the time. by managing the time, the player can complete the thing that he needs to win every character’s heart in this game. another advantage is many anime become dating sim, so for every otaku which wants to enter their favorite anime, the player will play the dating sim from their favorite anime. the last but not least, the unique of this game is the ending which is more than one, so it can make the player feels curious. it also makes the player wants to repeat playing the game again and again just to see different ending. 2.4 disadvantages of dating simulator not only has advantages, dating sim also has disadvantages. for example, for people who do not like to read story, they will get bored very soon. then, they will stop playing and not finish the game. dating simulator also can make people focused on game and leave their daily lives because the system in this game is like tamagochi, so people must take care of it every time. they must often look in it. that is why if people play it in pc they will get trouble. since people must often look in their pc and they cannot bring their pc everywhere, that is why japan makes dating simulator game for portable console. 2.5 dating simulator in indonesia from survey that the writer did in september 2015, the writer found the comparison between people in indonesia who know about dating sim and those who do not know is 5:12. the writer thinks that dating sim has already entered in indonesia, but people in indonesia mostly know about dating sim not from the game made by japan, but from the game called the sims. meanwhile, the game from japan that people mostly know is love plus. 2.6 is dating simulator just for males? maybe this game sounds like for a lonely man who does not have a girlfriend, but many people do not know that many dating sim games are created for females, even there is a game for men that is remade for women. thus, this game is not limited to gender. iii. research methodology method with 21 questions and 34 respondents. opened from 21 august 3 october 2014 the survey shows that the comparison between people in indonesia who know about dating sim and those who do not know is 5:12. it also shows that dating sim almost half of indonesian people play this kind of game. 50% of people know dating sim from internet, 30% from anime and 20% from their friends. many people access internet than people who know anime, and people who play dating sim feel a little embarrassed to talk about it to their friends. the survey shows that 60% of people think that dating sim and visual novel are different. meanwhile, 40% of people think they are the same because many people think that dating sim is a simulator for dating, while visual novel is just a novel which is visualized. however, there are people who think that dating sim and visual dating simulator in indonesia sisforma vol.2 no.1 may 2015 : 1‐4� �3 novel are the same game because the gameplay between dating sim and visual novel is almost the same, but actually there is a different in the game system. the survey shows that 40% of people like dating sim, 40% like visual novel and 20% like both. this shows that dating sim and visual novel are balanced because some people like simple games like visual novel and some people like complicated games like dating sim. 60% of people in indonesia start to know dating sim between 16-20 years old, 30% start to know between 11-15 years old, and the rest is between 0-10 years old. this thing can be caused for many people in 11-20 years old are interested in dating, and maybe they start to like virtual characters and they want to date them, so they look for the way, and finally they find this dating sim. 40% of people play dating sim less than one day, 30% of people play less than one week, 20% play it less than one years, and the rest is less than one month. this shows that indonesian people are very easy to get bored so they play it less than one day. it happens maybe because they just finish the story once and they get bored. after they are asked what they like from dating sim, 50% like the graphic and 50% people like the story. this shows that both graphic and story are very important in dating sim. a half of them like to see a very beautiful character and do not care about the story, and the rest wants to see a good story without caring the graphic as long as they understand the story. for those who like the graphic, 80% of them like 3d, but 20% like 2d. evidently, almost all indonesian people like realistic graphic which looks like real. the survey shows that 60% of indonesian people mostly still using pc for gaming. however, dating sim which is created from japan is mostly made for portable console, this is one of obstacle for dating sim to enter indonesia. this is because indonesian people think that with only one pc they can play all kind of game from every console with emulator, even though the sensation when playing the game in pc and console is different. the results of the survey about the social life from the player after playing dating simulator are 55.6% of people get some new friends, and 44.6% do not get any change. this thing proves that dating simulator gives a positive effect to indonesian people who play it. this game also can increase someone’s social life, so they can get some new friends, and it does not make someone lost their friends. this is because by playing this game and meeting with new friends in this game, people can get a new topic in conversation, or maybe if they see someone play the same kind of game they can start to talk about it. why the writer can talk like that? because in this game people can talk anything with their partners, like the secret, the detail, or the secret ending. when people who play this game ask if this game is good or bad for them, 88.8% say that it is good for themselves. the reason is because this game is not like other games which have violent or bad influence in it. in this game, there is only love and education. this game also teaches people to talk to someone they like or to get someone they like. some people say that this game makes them not lonely anymore. iv. results and discussion many indonesian people has known about dating sim from the sims and love plus game. they get information about it mostly from internet than anime. however, the comparison between people who think that dating sim and visual novel are the same game and for those who think that dating sim and visual novel are different is 2:3. the competition between dating sim and visual novel is the same. in indonesia most people know dating sim from internet, anime and from their friend. even though in indonesia there are many people who love anime, but not all of them know about dating sim. dating simulator in indonesia sisforma vol.2 no.1 may 2015 : 1‐4� �4 from the graphic and the story, the competition is balance because some people want to have a nice graphic, and some want to see a good story. while for graphic itself people in indonesia prefer to see 3d graphic than 2d. because this game is for dating, so they want to see their girlfriend or boyfriend as good as possible. for the graphic type, indonesian people prefer to see it in 3d than 2d. because this game is about dating, that is why the players are mostly from 16-20 years old. that is a time where they want to have a girlfriend/boyfriend. from the motivation of indonesian people, we can see that people are very curious about something new and always want to try something new. most people in indonesia still use pc than other mobile consoles to play the game. moreover, this game does not make people become anti-social, but it makes people become friendlier. they can get new friends to discuss anything about this game. in indonesian, many people still do not care with what other people play, so people who play dating simulator do not get any insult from someone who watches them playing dating sim. therefore, by playing this game, people do not get any positive respond or negative respond from other people. for other people, they think that it is normal to play dating sim and for dating sim player, they think that dating sim is good for them. they think there is no negative effect from it because there is no violent, porn or any other bad things in this game. the player just need to do dating with the character they like. through this game, people can learn how to approach with someone, talk to someone about falling in love, etc. v. conclusions as the result, the possibility of dating sim will success in indonesia is 70% because in indonesia there are not many people know and are interested in dating sim. however, because the game from indonesia is not too much, the possibility that people will be curious to try a new thing can become good chance to develop this genre of game in indonesia. moreover, this game does not have any bad effect in social life, it will help people who play it to get new friends. because the amount of people who play visual novel and dating sim are almost the same, it will be better to develop the game which can unite the dating sim and the visual novel. references [1] http://bwin-bwin.blogspot.co.id/2011/06/datingsim-game.html. demina, june 18, 2011 [2] http://kotaku.com/love-plus-makes-you-careabout-a-virtual-girl-1570690624.richard eisenbeis may 5, 2014 [3] taylor, emily, dating-simulation games: leisure and gaming of japanese youth culture. southeast review of asian studies. volume 29, (2007):p.192-208. university-level of elearning in asean analysis and design of waste management system using the spiral model towards smart cities sisforma: journal of information systems (e-journal) vol.6 | no. 2 |th. 2019 issn 2442-7888 (online) doi 10.24167/sisforma 41 analysis and design of waste management system using the spiral model towards smart cities n. tri suswanto saptadi universitas atma jaya makassar ntsaptadi@yahoo.com phie chyan universitas atma jaya makassar phie_chyan@lecturer.uajm.ac.id andrew christhoper pratama universitas atma jaya makassar , andrewchristhoper71@gmail.com abstract— it governance has provided hope in human life, especially waste management and environmental cleanliness services. the role of it becomes very important when people want services that are fast, accurate and relevant. technology using geographic information systems (gis) has provided opportunities and made it possible to interact easily. the purpose of this research is to provide a gis for the city environmental and sanitation services in order to provide good services in creating a clean environment. the research method uses the system analysis method with a spiral model approach in system design. the results of the design of gis have been able to improve the performance of waste management in the city of makassar. keywords—analysis, design, gis, smart city i. introduction it governance is an effort to guarantee it management to support and even align with the business strategy of an enterprise carried out by the board of directors, executive management, and also by it management [1]. it governance is a relationship structure and process for managing and controlling a company that aims to achieve the stated goals of the company by adding value while still balancing the risks with the value obtained from the application of it and its processes. it governance standards are not a separate field from general institutional management, but rather are a component of overall and integrated institutional management, with a focus on main responsibilities, namely: ensuring that stakeholder interests can be included in the preparation of institutional strategies; provide direction to the processes that implement institutional strategies; ensure that the process produces measurable outputs; ensure information about the results obtained and measure it; ensure outputs are generated as expected by stakeholders [2]. the definition or understanding of smart city is very diverse. the concept has been popularly known, but in practice it is used in different countries with different terms and situations to make services more efficient and low cost [3]. there are uses of various types of concepts to replace smart with other adjective terms. smart city is a vision of urban development to integrate several information computer of technology (ict) and internet of things (iot) solutions in a secure form for managing city assets [4]. the definition of smart city is so broad that it encompasses a whole range of digital technologies that can improve the quality of life, reduce costs and sources of consumption, and can increase active interactions between cities and their citizens effectively [5]. smart city is a city that has a new breakthrough in solving problems in the city, and has successfully improved the performance of the city [6]. the development of the concept of smart city brings mailto:ntsaptadi@yahoo.com mailto:phie_chyan@lecturer.uajm.ac.id analysis and design of waste management system using the spiral model towards smart cities sisforma: journal of information systems (e-journal) vol.6 | no. 2 |th. 2019 issn 2442-7888 (online) doi 10.24167/sisforma 42 understanding in terms of technology. its application still looks at other aspects that are also needed by a city in general with these aspects considered as a whole that is called a smart city [7]. waste management regulations have been contained in the republic of indonesia government regulation number 81 of 2012 concerning management of household waste and similar household [8]. in order to support waste management activities, the minister who carries out government affairs in the field of public works carries out research and development of environmentally friendly technologies in accordance with national policies and strategies in waste management, and facilitates local governments in research and development of environmentally friendly technologies. provincial, district/city governments are obliged to provide information regarding the management of household and similar household waste. information on waste management includes: the source of waste, the generation of garbage, the composition of waste, the characteristics of waste, household waste management facilities and similar garbage in household waste; and other information related to household waste management and similar household waste that is needed in the context of waste management. according to article 4 of law no. 18 of 2008, waste management aims to improve public health and environmental quality and make waste a resource [9]. the information is expected to be connected as a network of household waste management information systems and similar household waste that is coordinated by the city government that carries out government affairs in the field of environmental protection and management so that it will later be accessible to the public. according to nawaris.com, there is a waste management module, namely: introduction to waste management, policy, implementation, compensation, application of technology and information systems, community role, and coaching. makassar, the capital of south sulawesi, has a population of 1,469,601 people. this number is somewhat higher compared to other cities in south sulawesi such as bone which only has a population of 746,973 people, followed by the gowa region as much as 735,493 people (makassar statistics agency, 2016). with the large number of residents in makassar directly proportional to the amount of waste generated per day, the total amount of waste that enters the tamanagappa final disposal site is around 1200 tons per day [10] geographic information system (gis) is an information system created based on spatial and non-spatial data based on spatial [11] and can be used in decision making [12]. in gis the process of providing information starts from storing, manipulating and analyzing geographic information based on location [13]. gis can also conduct statistical analysis based on spatial information in a map, so that gis is widely used by industry and government [14]. the study was conducted to obtain answers to the following questions: 1. does the design with a spiral model can build a waste management system? 2. can the geographic information system approach help the community in finding information about waste management? 3. can the system monitor the performance of waste management in every district in makassar? the research aims to build a waste management system that can help the government in knowing the performance of waste management and the community in obtaining information. the waste management system that is built based on the geographic information system is expected to help the government and the community to create a clean, healthy and safe environment in order to reach a smart city. ii. method research is conducted through the stages of analysis and design. the analysis phase involves the following steps [15]: 1. determine the need for a system to assist a business process 2. define that system’s goals 3. gather business requirements analysis and design of waste management system using the spiral model towards smart cities sisforma: journal of information systems (e-journal) vol.6 | no. 2 |th. 2019 issn 2442-7888 (online) doi 10.24167/sisforma 43 4. convert business requirements to system requirements 5. design the database and accompanying applications 6. build, test, and implement the database and applications. for system design using the spiral model with the following steps [16]: figure 1. spiral model iii. results and discussion the study consisted of two main stages, namely: system analysis and design. a. system analysis 1) determine the need for a system to assist a business process the results of interviews with the environmental services show the need for system services in the form of geographic information systems that can support the performance of official services. 2) define that system’s goals provide a geographic information system that can improve services to the community and the performance of the office of environment and hygiene in makassar. 3) gather business requirements to be able to perform services, it requires government, community and waste officials who are able to reach and service waste transportation to maintain environmental cleanliness. 4) convert business requirements to system requirements to meet the system requirements, hardware, software and human resources are needed to spoil the system. 5) design the database and accompanying applications this system is made using php programming and mysql database. the tool used is the google maps application programming interface (api) that supports the availability of human resources and network infrastructure. 6) build, test, and implement the database and applications system development is carried out in consultation with the environmental and sanitation department to obtain input. it also communicates with potential community users of the system by creating a system model that is easy to understand and can be used. before it is implemented, the system is tested several times to find out the errors that can occur. after that the system was assessed for eligibility for use. system users are given the opportunity to fill through the resulting system. b. system designing 1) communication to create a system that is in accordance with the needs, the construction of the system is based on communication that occurs between the government and the community. the communication that was built came from the city government, environmental services, officers and the community. 2) planning the planning phase uses gis in makassar through observation and interviews by looking at the work process from the subdistrict to the environmental department. to find out the needs of two different agencies, an interview is needed. the results of this system planning are expected to provide information and images that can help the smart city makassar program and can provide direct information to the public regarding information about waste management in the city of makassar. analysis and design of waste management system using the spiral model towards smart cities sisforma: journal of information systems (e-journal) vol.6 | no. 2 |th. 2019 issn 2442-7888 (online) doi 10.24167/sisforma 44 figure 2. makassar city map the research obtained data and analyzed some data that had been used to determine the needs in developing gis-based governance. where this system displays garbage data that has been previously entered by service officers into the system and then the data is processed for later display. the public can see directly the results of waste processing that takes place in the field in addition to being useful to the community this data can also be reused by the sanitation office to further optimize the performance of officers. 3) modeling based on the results of the interview, the next stage is to design the development of the system created. the design starts by making a context diagram. context diagram consists of entities that have the task of managing data through the data flow. every data flowing in a process comes from data sources in the storage media on a computer system. figure 3. context diagram based on the context diagram, it can be seen that gis for waste processing consists of 4 entities namely the office of the environment, districts in makassar city, sanitation officers, and makassar city communities. admin comes from the district where inputting data such as subdistrict data and garbage data are stored in the database. janitors input data such as the number of daily garbage transport reports, the status of the vehicle used to the status of workers in the field. figure 4. level 0 diagram the department of environment and the people of makassar city can see the results of reports from the two previous entities. the office of the environment can directly monitor the performance of officers from each sub-district to the status of the vehicle. the public can see waste information on the city of makassar. the level diagram in figure 4 shows the relationships that occur between entities, processes, and data storage needed. analysis and design of waste management system using the spiral model towards smart cities sisforma: journal of information systems (e-journal) vol.6 | no. 2 |th. 2019 issn 2442-7888 (online) doi 10.24167/sisforma 45 figure 5 shows the er-diagram with 13 tables. the subdistrict table is a source of transactions for other tables and thus requires sufficient data support in order to provide accurate information. er-diagram consists of sub-district tables, garbage banks, tps, users, vehicles, disposal schedules, vehicle status and officer status, as well as vehicle details and officer details. figure 6. flowchart figure 6 shows a system flowchart which explains that officials enter district data in the form of landfills, garbage banks, officer figure 5. er-diagram analysis and design of waste management system using the spiral model towards smart cities sisforma: journal of information systems (e-journal) vol.6 | no. 2 |th. 2019 issn 2442-7888 (online) doi 10.24167/sisforma 46 details, vehicle details. then, it continues the process of calculating the results of transportation of garbage that has been previously entered by the janitor to count. the process of handling the status by sub-district officials is in the form of vehicle status and personnel pre-filled by cleaning staff. then the final filling is the process of making a system report in the form of maintenance, garbage, officer status and vehicle status, as well as waste transportation reports. 4) construction the construction stages start by building a system interface to facilitate user interaction with the system. the following structure diagram in the waste treatment system. figure 7. structured diagram to be able to use the system, it is needed to log in to the system. users need to have a user and password to enter the system as shown in figure 8 below. figure 8. login based on the results of the interview, the next stage carried out by the author is to design the development of the system created. figure 9. the page for the janitor admin figure 9 shows the appearance of the janitor admin page that contains the number of janitors, total vehicles, waste production, and garbage handled. figure 10. officer status report figure 10 shows the form for filling vehicle status, personnel, and maintenance status as a report. figure 11. script officer status report figure 11 shows the program script about the officer status report created with the php program. analysis and design of waste management system using the spiral model towards smart cities sisforma: journal of information systems (e-journal) vol.6 | no. 2 |th. 2019 issn 2442-7888 (online) doi 10.24167/sisforma 47 figure 12. status report list figure 12 shows a list of vehicle and field officer status reports that are useful for knowing the date, time, and name of the officer. figure 13. location and list of sub-district landfills figure 13 shows the location and list of the district garbage disposal sites in the city of makassar. the number of sub-districts is 14 and spread in various regions. figure 14. location and district garbage bank figure 14 shows the location and waste bank located in each district in the city of makassar. the location of the waste bank is needed so that people know the right location to facilitate the management of waste around the house. easy and affordable access will have the opportunity to create environmental cleanliness that makes the community healthy. figure 15. garbage bank report figure 15 shows a garbage bank report containing types of waste such as metal, plastic, paper and glass. this report is filled out by officers or the public and then sent into the system. figure 16. district details figure 16 shows the community who wanted to obtain complete information on names, addresses, transportation schedules for the sub-district, waste production, transport vehicles, and the number of officers in the sub-district. figure 17. waste handling reports not yet treated analysis and design of waste management system using the spiral model towards smart cities sisforma: journal of information systems (e-journal) vol.6 | no. 2 |th. 2019 issn 2442-7888 (online) doi 10.24167/sisforma 48 figure 17 shows the garbage report that has not been handled by the community to officials so that it can be transported by vehicle. figure 18. list of vehicle status reports figure 18 shows a list of vehicle status reports that are transporting waste. it is hoped that the information of vehicles that are available and ready to operate will help the community in bringing waste to landfills. testing is done by the black box method to find out the truth of the gis by finding fault loopholes whether in the form of coding, design or database. the test focuses on the functional requirements of the system with the aim to find errors of function errors, interface errors, data structure errors, or other performance errors. testing input data includes: admin login, district admin system, environmental office admin system, community system. the results showed 90% of respondents agreed that this application could be used. 5) deployment this stage has resulted in the deployment of gis which will be carried out during the construction phase. smart city governance contributes to develop program for mapping and reporting waste that has been made in accordance with what is needed such as features and user interface programs. this stage uses a web browser. a system demonstration was conducted in front of several respondents to get a response back from the respondents. the results of system demonstrations and simulations of respondents indicate that: 1) the system has produced a service system that helps officers and the community. 2) system users are more enthusiastic about the report features, such as reporting waste that has not been handled up to vehicle and officer status reporting. existing features have been used by respondents and in accordance with the needs of respondents. iv. conclusion the development of gis-based smart city governance can be concluded as follows: 1. the spiral model can help in designing waste treatment systems for government and community needs. 2. gis has been able to help the public find out information about the process of waste management and distribution in the city of makassar to make the public more aware of the ongoing waste management. 3. makassar city government through this system can monitor the performance of waste management that takes place in every district of makassar city so that it can maximize the performance of officers and can support the smart city program of the makassar city government. acknowledgment thank you to ministry of research, technology and higher education of the republic of indonesia for supporting the national strategic research (nsr) competition and makassar city government in completing the development of smart city governance. references [1] surendro, "utilization of enterprise architecture planning for strategic planning of information systems," journal of information 8 (1), pp. 1-9, 2009 [2] petruru raj, anupama c. raman, “intellegent cities: enabling tools and technology,” auerbach publications. crc press. francis, 2015 [3] mike barlow, “smart cities smarter citizens,” usa, 2015 [4] carol l, stimmel, “building smart cities: analytics, ict, and design thinking,” auerbach publications. crc press. francis as, 2015 analysis and design of waste management system using the spiral model towards smart cities sisforma: journal of information systems (e-journal) vol.6 | no. 2 |th. 2019 issn 2442-7888 (online) doi 10.24167/sisforma 49 [5] chandra, "smart city development strategies and challenges for urban communities," journal of strategy and business vol. 4, no. 2, 2016 [6] widyaningsih, "jakarta smart city website user review of community trust in the provincial government of dki jakarta," jakarta, 2013 [7] manuel pedro rodríguez-bolívar. “transforming city governments for successful smart cities,” san antonio, texas, usa, 2015 [8] republic of indonesia government regulation number 81 year 2012 concerning management of household waste and similar household waste [9] article 4 of law number 18 of 2008, waste management [10] head of makassar environment agency, 2017 [11] u. ependi, "geographic information system of high school distribution in palembang city based on web," in the national seminar on innovation and trends (snit), kaliabang, 2014 [12] r. arismunandar, "geographic information systems as a monitoring tool for pt bayer indonesia cooperation pharmacy," teknosi journal, volume 3, number 1, pp. 187-198, 2017 [13] k. i. santoso and m. n. rais, "implementation of the android-based geographical information system for tourism in the temanggung regency with a global positioning system (gps)," scientific journal of informatics, volume. 2, number 1, pp. 29-40, 2015 [14] h. suryamen, i. aminuddin and f. akbar, "web-based geographic information system design in padang city," journal of teknosi, volume 2, number 1, pp. 45-54, 2016 [15] langer arthur, “analysis and design of information systems,” columbia university, new york. usa, 2008 [16] pressman, roger s., “software engineering: a practitioner’s approach,” 7 th ed, the mcgraw-hill companies, new york. usa, 2010 university-level of elearning in asean analysis the effect of green computing on green satisfaction, green perceived quality, and green trust on the apple consumer using sem-pls in surabaya sisforma: journal of information systems (e-journal)vol.7 | no.1 |th. 2020 1 issn 2442-7888 (online) doi 10.24167/sisforma analysis the effect of green computing on green satisfaction, green perceived quality, and green trust on the apple consumer using sem-pls in surabaya fania cecillia, rinabi tanamal universitas ciputra citraland cbd boulevard, surabaya, indonesia faniacecillia0@gmail.com abstract—the use of electronic devices such as smartphones has become a part of daily activities, it also led to the growing number of smartphones users as well as brands emerged. smartphones can help humans, but it also can endanger the environment and living things, because electronic waste contains hazardous materials that can harm the environment. the implementation of green computing in it companies can be one of the solutions for facing the electronic waste that keeps growing and one of the it companies that already implemented it was apple. by using structural equation modeling – partial least square (sem-pls) method, this study aims to examine whether there is a positive influence of environmental friendliness created in the implementation of green computing to green satisfaction, green perceived quality, and green trust. the results showed that there is an influence given by the friendliness of the environment from the implementation of green computing on green satisfaction, green perceived quality and green trust with the highest correlation value, environmental friendliness towards green trust with a value of 0.644 which can be a consideration for it companies. keywords—environmental friendliness, green computing, green perceived quality, green satisfaction, green trust i. introduction every year the technology develops and advances towards a more modern direction, one of the technologies that are often found in smartphones. human daily activities are actively influenced by the use of smartphones [1]. indonesia's population in 2019 reaches more than 269 million [2], where the number of smartphone users in indonesia in 2019 is predicted to increase and will reach 140.4 million users [3], the data shows that more than 52% indonesian residents are smartphone users. the increasing number of uses of electronic devices also the more electronic waste produced [4]. electronic waste contains several materials that are harmful to the environment, some of which are: nonylphenol, antimony, cadmium, lead, mercury, polybrominated diphenyl ether, polychlorinated biphenyls, polychlorinated naphthalene, and triphenyl phosphate. some negative impacts on the environment and health of living things around, namely: causing damage to the kidneys, bone structure, central nervous system, reproductive system, skin and intersex in fish [5]. besides, electronic waste can also cause air pollution which is certainly dangerous to human health. some electronic waste cannot be recycled, so it must be burned or buried, only 15-20% that can be recycled. electronic waste can be reduced by implementing green computing because some of its goals are to recycle, make maximum use of the product's energy efficiency and reduce the use of hazardous materials [6]. green computing is an effective and efficient activity for the electronic or electrical devices, the activity includes green design, green manufacture, green use and green disposal [15]. green computing focuses on reducing the carbon footprint and saving energy use [7], besides, the implementation aims to create an environmentally friendly information and communication technologies [16]. green computing originated from the energy star analysis the effect of green computing on green satisfaction, green perceived quality, and green trust on the apple consumer using sem-pls in surabaya sisforma: journal of information systems (e-journal)vol.7 | no.1 |th. 2020 2 issn 2442-7888 (online) doi 10.24167/sisforma program in 1992 which is a label for computer products that can provide maximum efficiency results by utilizing minimum energy [7]. energy star is a program launched by epa and a symbol of energy efficiency [8]. one well-known it company that implements green computing is apple, every product produced by apple not only complies with and meets energy star's strict guidelines but also has gone far in terms of energy efficiency. the electronic product environmental assessment tool (epeat) also assigns gold rankings to apple products. products made by apple are environmentally friendly products, this is proven by apple eliminating harmful substances for the environment. not only that, apple also think about how to using paper more efficiently in product packaging, where more than twothirds of it comes from recycled materials. apple is responsible for the hazardous waste they produce even in small amounts by ensuring the treatment given is suitable for any material that can harm the environment [9]. daisy is a robot developed by apple that aims to recycle iphone components [10]. thus, the researcher is interested in conducting a research to examine whether there is a positive effect of green computing that has been implemented by apple company to create products that are environmental friendliness of green satisfaction, green perceived quality and green trust on consumers of apple products in surabaya. environmental friendliness is also referred to as green buying behavior, which is a consumer behavior that supports the environment by taking actions that are considered appropriate [17]. if the level of environmental friendliness in a brand, product or service felt by consumers can be following their expectations, then consumers will feel satisfied [18]. h1: the level of environmental friendliness of the product positively influences green satisfaction on consumers [19]. environmental friendliness means a product, service that has a minimal negative impact on the environment. the level of environmental friendliness on a product, brand, or service has a positive influence on increasing consumer trust [20]. h2: the level of environmental friendliness of the product positively influences green trust on consumers [18]. the existence of consumer concern for the environment so that actions that are considered appropriate by consumers are to buy environmentally friendly products. this encourages companies to further improve the quality of their products in terms of environmental friendliness. h3: the level of environmental friendliness of the product positively influences green perceived quality on consumers [19]. green satisfaction is a satisfaction perceived by consumers of a product, service or brand that is in line with their expectations [21]. consumer satisfaction can build and enhance the trust of the consumer in a product, service or brand [19]. h4: green satisfaction has a positive and significant impact on green trust [22]. green perceived quality means consumers assess the quality of a product, service or brand in terms of environmental friendliness, the consumer assessment is to find out the difference between these products and similar products in terms of strengths and weaknesses, it will not be done in a short period [23]. consumers can feel the quality of the product through their experience in buying previous products, if consumers feel the quality of the product is following their wants, needs and expectations, it can have a positive impact on trust (green trust) [18]. h5: green perceived quality has a positive and significant impact on green trust [22]. green trust means consumers voluntarily want to rely on a brand, product or service [23]. consumers assess whether the promises made by the company in terms of environmental friendliness have been fulfilled or not [24]. figure 1 analysis the effect of green computing on green satisfaction, green perceived quality, and green trust on the apple consumer using sem-pls in surabaya sisforma: journal of information systems (e-journal)vol.7 | no.1 |th. 2020 3 issn 2442-7888 (online) doi 10.24167/sisforma theoretical model does the level of environmental friendliness have a positive and significant impact on green satisfaction, green perceived quality and green trust? does green satisfaction have a positive and significant impact on green trust? does green perceived quality have a positive and significant impact on green trust? those questions will be answered from this research. ii. method this study uses sem-pls as a data test method. the minimum number of samples for sem-pls is 10 samples multiplied by each pathway [11], this study has five lines so the minimum sample of this study is 50. the sampling technique used is non-probability sampling and accidental sampling. nonprobability sampling means the method of taking samples without randomization and accidental sampling is a way of determining samples where anyone who has characteristics that are following those determined by researchers, can be respondents [12]. the sample of this study is a small group of the population of consumers of apple products in surabaya, the number of samples of this study is 65 samples. structural equation modeling (sem) analysis technique is used to analyze the design of relationships between variables, that are variables with indicators and the variables themselves with other variables [13]. partial least square (pls) is a variance or component-based sem analysis model. the pls method does not require data to be normally distributed, pls can confirm a theory, explain the relationship between latent variables about whether or not there is a good relationship can directly conduct construct analysis formed with reflective and formative indicators [14]. iii. results and discussion population characteristics test tests carried out on 65 respondents collected data, the results of the population characteristics test showed 2 respondents data that had to be issued and 63 respondents data that could goto the next test. convergent validity test validity test is a test for questions to be distributed, whether the question is valid or not [25]. convergent validity test explains the extent to which correlations or positive relationships occur between indicators on one latent variable. if the value of outer loadings value > 0.7 [26] or ave (average variance extracted) > 0.5 then the indicator is considered valid [27]. table 1 convergent validity test: outer loadings indicator ef gpq gs gt ef1 0.832 ef2 0.934 ef3 0.726 gpq3 0.759 gpq4 0.875 gpq5 0.850 gs1 0.928 gs2 0.924 gt1 0.840 gt2 0.879 gt3 0.737 gt4 0.759 table 2 convergent validity test: ave variable ave ef 0.697 gpq 0.688 gs 0.857 gt 0.649 table 1 and table 2 state that the test results passed the convergent validity test. discriminant validity test there are two tests on the discriminant validity test, the first is the indicator level and the second is the variable level. in the discriminant validity test, the indicator level that needs to be considered is the value of outer loadings which can be seen in the crossloading menu, where the value of the outer loadings of an indicator to its latent variable > the value of the outer > loadings of an indicator to its latent variable. testing the analysis the effect of green computing on green satisfaction, green perceived quality, and green trust on the apple consumer using sem-pls in surabaya sisforma: journal of information systems (e-journal)vol.7 | no.1 |th. 2020 4 issn 2442-7888 (online) doi 10.24167/sisforma discriminant validity at the level of latent variables seen from the fornell-larcker criterion menu and paying attention to the value of the root of ave between the latent variable itself > the root value of ave between the latent variable with other latent variables [26] & [27]. table 3 discriminant validity test: indicator level indicator ef gpq gs gt ef1 0.832 0.524 0.358 0.574 ef2 0.934 0.499 0.436 0.554 ef3 0.726 0.433 0,546 0.478 gpq3 0.468 0.759 0,378 0.491 gpq4 0.533 0.875 0,474 0.528 gpq5 0.456 0.850 0,459 0.659 gs1 0.496 0.484 0.928 0.554 gs2 0.496 0.495 0.924 0.533 gt1 0.448 0.652 0.486 0.840 gt2 0.547 0.590 0.512 0.879 gt3 0.532 0.419 0.385 0.737 gt4 0.557 0.506 0.498 0.759 table 4 discriminant validity test: variable level indicator ef gpq gs gt ef 0.835 gs 0.584 0.829 gpq 0.536 0.529 0.926 gt 0.644 0.679 0.587 0.806 table 3 and table 4 state that the test results passed the discriminant validity test. reliability test the reliability test shows a consistent measure and stability of the respondents in answering questions on the questionnaire [28]. if the value of cronbach’s alpha value > 0.7 and composite reliability > 0.7, the latent variable can be said to be reliable [27]. table 5 reliability test variable cronbach’s alpha composite reliability ef 0.775 0.872 gpq 0.771 0.868 gs 0.834 0.923 gt 0.818 0.880 table 5 state that the test result passed the reliability test. path coefficient test explain the relationship or relations between latent variables following the research hypothesis. the relation described here is a positive or negative relationship [27]. table 6 path coefficient test variable ef gpq gs gt ef 0.584 0.536 0.229 gpq 0.386 gs 0.223 gt table 6 state that the relations between latent variables are all positive. r-square test explain the value of the variance of endogenous latent variables caused by all exogenous latent variables connected with it. the value of r-square ranges from 0 1, if the value of r-square approaches 1, explaining the greater accuracy of prediction [26]. table 7 r-square test variable r-square gpq 0.341 gs 0.287 gt 0.585 table 7 explains that: 1. gpq latent variables are influenced by ef latent variables by 34% while the remaining 66% are influenced by latent variables outside this research model. 2. the gs latent variable is influenced by the ef latent variable by 28% while the remaining 72% is influenced by the latent variable outside this research model. 3. the latent variable gt is influenced by the latent variables gpq, gs, and gt by 58% while the remaining 42% is influenced by latent variables outside this research model. hypothesis test explain the significance of the hypothesis, seen from the comparison of the t-statistic value with the t-table, if t-statistic > tanalysis the effect of green computing on green satisfaction, green perceived quality, and green trust on the apple consumer using sem-pls in surabaya sisforma: journal of information systems (e-journal)vol.7 | no.1 |th. 2020 5 issn 2442-7888 (online) doi 10.24167/sisforma table then the hypothesis is accepted [11]. the test conducted in this study is one-tailed because this study has a directed hypothesis such as the "positive" direction [26]. t-table value is obtained from df = 62, confidence level = 95% and one-tailed calculation, then the value of t-table is 1.997 so the tstatistics value > 1.997. table 8 hypothesis test hypothesis path t-statistics h1 ef → gs 6.999 h2 ef → gt 2.134 h3 ef → gpq 6.899 h4 gs → gt 2.213 h5 gpq → gt 3.087 table 8 state that all the hypothesis are significant. from the results of the respondents' test data, it was stated that h1, h2, h3, h4 and h5 were accepted iv. conclusion from all the tests that have been done state that: 1. environmental friendliness has a positive and significant influence on green satisfaction and green perceived quality, and green trust. 2. green satisfaction has a positive and significant impact on the green trust. 3. green perceived quality has a positive and significant impact on green trust. the highest value of the relationship is the relationship of environmental friendliness to green trust with a value of 0.644, from this value, companies can pay more attention and improve the environmental friendliness side which is also referred to as green buying behaviour to increase consumer trust. the way to further enhance the environmental friendliness side is to increase environmental awareness [29]. while the lowest value of the relationship is the relationship of green satisfaction to green trust with a value of 0.233, which means that the effect given by customer satisfaction on consumer trust is not high, it is better to not spend too much on the green satisfaction side. then for the consumer, consideration is needed in choosing electronic device products to be purchased and used in terms of their performance towards environmental friendliness. consumers are expected to have a concern for the environment and living things around. the matter of choosing environmentally friendly electronic devices is one of the actions that can support the safety of the environment and living things. references [1] b. pratiwi and r. nuryanti, “smartphone usage on students learning english: the impact of school policy,” els journal on interdisciplinary studies in humanities, vol. 1, no. 2, p. 199, 2018. 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[29] m. sharma and p. trivedi, “various green marketing variables and their effects on consumers’ buying behaviour for green products,” ijltemas, vol. v, no. 1, pp. 1–8, 2016. comparison of three browser performances sisforma vol.1 no.2 november 2014 : 9‐12� �9 comparison of three browser performances stefanus lintang timur aji pamungkas department of information systems, soegijapranata catholic university lintangtimur915@gmail.com abstract-in this era of globalization and modernity, it is important to obtain information, and the role of internet in providing information is indispensable. the existence of the world wide web technology makes it easy for people to surf various websites. the elements on the website are the code javascript, css, and html5. keywords-world wide web, javascript, html5, browser, internet. i. introduction in search of information on the internet, people, of course, will make use the web browser. when someone is accessing a website with a particular browser, he is able to identify that the browser is different from the other. there are 3 browsers most commonly used, those are, google chrome, mozilla firefox, and internet explorer. in this article, i want to discuss what make the 3 browsers different in terms of their performances to access webs. ii. literature review 2.1 internet computers of one countries can be connected to those of other countries via modem devices, supplied by the internet services provider or isp. some internet services available today are: a. ftp : file transfer protocol. it is useful for displaying data or a file to a server on the internet. b. e-mail as mail delivery in electronic form. c. world wide web. it is used to surf on the internet and obtain information. iii. research methodology to gather relevant information, the writer used questionnaire method. i distributed a questionnaire containing a comparison among the the three leading web browsers, those are, google chrome, mozilla firefox, and internet explorer with various benchmark tests. the finding is that as many as 55% of respondents use google chrome browser, then followed by firefox. no one uses ie. iv. results and discusion web browser web browser is an application that is used to obtain and present information from the internet, which is then stored in a computer server. technically, a web browser is a program that uses the hypertext transfer protocol to put requests from the web server via the internet. most browsers are able to support e-mail and ftp (files transfer protocol) html 5 test html5 test is a web application for evaluating the accuracy of web browsers in html5 standardization implementation. webxprt webxprt is a free online tool that gives the object a series of information about how well a laptop, tablet smartphone or other devices are in handling html and javascript, comparison of three browser performances sisforma vol.1 no.2 november 2014 : 9‐12� �10 such as, face detection test or photo manipulation. speedometer test speedometer test is a test to measure how responsive a browser is to access the web application. jet stream test jet stream test is a test javascript focusing on web application complexity. it combines various benchmarks of javascript, which include workload and web programming techniques. sunspider test it is like jetstream, but with no complexity. sunspider itself merely tests core benchmark test of javascript language only. compared to some browsers, different from javascript benchmark, sunspider test covers: real world this test avoids testing micro test in dept, yet focuses more on solving everyday problems encountered by developers with javascript. balanced this test balances language and code differences. not math, all the strings, or all the little things about looping. and additional test in a variety of categories. statiscally sound this benchmark runs several times to determine a range of errorr. in addition, it also functions to find out whether or not statistical differences occur. octane 2.0 it is a modern benchmark that measures the ability of javascript engine in running a series of representative tests complexity which demands web applications. updating octane 2.0 itself already contains four new assets used to measure new aspects of javascript capabilities, including in the collection of garbage or compiler. peacekeeper a free online benchmarking tool, the peacekeeper can quickly and easily identify which performance of browser is better or worse in your pc. peacekeeper ability test focuses on javascript test, on how quick a code can be implemented. oort online online application benchmark is used to measure the performance of the browser webgl, which is used to play online games via a browser. extension extension or add-on is a small piece of software that can be modified to add a particular function of a website such as vpn. my questionnaires were distributed to 29 respondents. none of them uses as many as 55% of the respondents pick up chrome owned by google as the most excellent one. the most favorite browser is google, chosen by 55.2% of the respondents, followed by firefox, 44.8% of the respondents. internet explorer is not put into consideration at all. google itself is regarded superior in terms of facilities, simple graphical interface, and being user friendly. with email facility, gmail, chrome spoil its users for it can be easily accessed anytime and anywhere. there are some respondents who have no idea about gmail owned google, which is equipped with chrome features. a total of 18 responses agrees that the e-mail of gmail enriched with facilities of the chrome browser. there are 2 respondents (6.9%) who do not agree chose not agree. the remaining 9 respondents (31%) choose “do not know.” for a test on how good the performance of the website is in running html5, the technology of chrome is considered superior in achieving the benchmark of html5 test. many respondents do not realize this factt. 11 respondents agree because html5 technology is a new html element which is very important in a web. and chrome performs very well. 3 people do not agree on html5 test processed through chrome. those who answer “do not know” are as many as 15 respondents. comparison of three browser performances sisforma vol.1 no.2 november 2014 : 9‐12� �11 for the speedometer benchmark test: chrome is the best in giving responses to the website to access the web apps. many respondents who agree to it. 18 people agree that chrome performs quick responses. as many as 10 respondents answer “do not know.” one person does not agree because he thinks that the process is not that important. by using google chrome, users will be pampered with amenities by google itself. 23 people agree on this; 3 disagree, and the other 3 answer have no idea since they prefer a different browser. for extensibility, chrome is more superior. there are many data bases extensions which can be modified. there are 13 respondents who agree that the extensions in chrome are easier to use than the add-on in firefox. as many as 7 respondents do not agree for having a different opinion, that it is easier to use add-on in firefox instead. as many as 9 respondents who do not know about browser extension in terms of cpu usage, chrome has a small outlay, that is, as many as 71.1%, followed by ie, 91%. firefox is considered to be sluggish. 11 people know and agree that chrome is lighter for aprocess in computer. 7 people disagree about this, because they argue that chrome has more processes than the other browsers. 11 respondents do not know and dod not observe if firefox browser is extremely slow. with benchmark octane 2.0, chrome is the best in having access to modern webs which are complex as long as they use javascript code which is also complex. 9 people know about javascript code and agree if chrome is more excellent in terms of benchmark. as many as 16 people have no idea on what makes chrome become the best browser. 4 people disagree and even if they do not know the significance of javascript code in an element of a website. a total of 62.1% of respondents, agrees that chrome displays simple and minimal design, and therefore suitable for small-sized screen tablet or pc. 24.1% of respondents do not agree that the chrome design is simple, while the displays of other browsers can be altered. 13.8% do not know this, because they do not observe the graphical interface in chrome. for excessively installing an extension, 69% of respondents agree that chrome is noticeably slower in the process of accessing the website or during startup. 10.3% do not agree because firefox is slower than chrome. 20.7% do not know if installing extensions in excess will make a lag in the browser. for the question on how good is the web in handling html and javascript, 48.3% of respondents do not know if firefox is the most excellent one in webxprt test, while 2.9% of respondents do not agree of firefox is the most excellent one. the latter prefers chrome. 44.8% of the respondents agree that firefox is better and faster in handling the elements of website. for the question on how quick the javascript code is and how smooth its performance is in pc, 34.5% of respondents agree that firefox is the best in the peacekeeper test. 48.3% of respondents do not have any idea about this matter. 17.2% of respondents does not agree, and prefers chrome instead.. there are 79.3% of respondents who agree that the availability of firefox add-on is higher in number compared to the other. few other (6.9%) pick up firefox chrome. 13.8% do not know of the existence and functionality of the firefox add-on. there are 55.2% of respondents agree that many adds-on do not work if the recent version of firefox is updated, while 37.9% of respondents dos not know that firefox updating will disable adds-on. 6.9% of respondents do not agree and prefer chrome instead. comparison of three browser performances sisforma vol.1 no.2 november 2014 : 9‐12� �12 41.4% of respondents agree that firefox is the browser experiencing rapid growth, and that its users keep growing. firefox is easier to run and it has faster starting-up. however, 27.6% of respondents do not agree because for them, the flexibility of chrome excels that of firefox. 31% have no idea on the nature of the browser the used. more than 51% of respondents do not know if internet explorer is the best in the sunspider test (in which only the elements – elements frequently encountered in common websites which are being tested). 27.6% of respondents do not agree because they rarely use ie. 20.7% agree because they ever use ie and they find out that the elements – elements of common websites can be quickly processed with ie. a total of 48.3% of respondents does not know that the memory usage of internet explorer is at best with 3384mb since ie itself only focuses on the elements of common websites. 17.2% of respondents do not agree that ie is the best because it takes up a lot of memory, while 34.5% agree because at the beginning they install windows using ie, and feels light. the menus/ command bars of, internet explorer are too many and as a result, its display looks complicated regardless of its various modifications. though it can be modified. for users, the display is too overwhelming. the internet explorer users in windows live will be spoiled with facilities belonging to windows live itself. this is possible because windows live is integrated to ie. the respondents agree that the great number of adds-on installed in firefox make the loading process with firefox is updated, then most adds-on do not work. v. conclusions with the distributed questionnaires, this research finds out that many respondents prefer google chrome as their web browser default because with its e-mail facility integrated with google facilities itself, chrome browser certainly spoils its users. with a simple and minimal interface, google chrome is a level beyond both mozilla firefox and internet explorer. for interface, ie has too many commanda/menus which make it look complicated. for benchmark test, chrome is more superior than the other. it also excels in terms of memory usage, graphical interface, and the degree of friendly usage, and variety of features. references [1]http://www.principledtechnologies.com/ben chmarkxprt/webxprt/faq [2]http://winpoin.com/inilah-web-browserterbaik-2014-edge-vs-firefox-vs-chromevs-ie-vs-opera/ [3]http://www.academia.edu/4072821/jurnal_il miah [4]http://searchwindevelopment.techtarget.com /definition/browser [5]http://wokopad.com/wiki/html5test [6]http://www.principledtechnologies.com/ben chmarkxprt/webxprt/faq [7]http://www.principledtechnologies.com/ben chmarkxprt/webxprt/run-webxprt-mobile [8]http://browserbench.org/speedometer/ [9]http://browserbench.org/jetstream/indepth.html [10]https://www.webkit.org/perf/sunspider/sun spider.html [11]https://developers.google.com/octane/ [12]http://peacekeeper.futuremark.com/faq.acti on [13]http://www.makeuseof.com/tag/peacekeep er-benchmark-performance-battery-lifedevice/ [14]http://oortonline.gl/ university-level of elearning in asean development of management information system reservations using simple multi-attribute rating technique (smart) based on android mobile applications sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 37 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3024 development of management information system reservations using simple multi-attribute rating technique (smart) based on android mobile applications ahmad habib, ardy januantoro, okky candra srimarsono informatics engineering, university of 17 agustus 1945, surabaya jl. semolowaru no.45 surabaya, indonesia habib@untag-sby.ac.id, ardyjanuantoro@untag-sby.ac.id, okkie.1006@gmail.com abstract— in the information age, technology has become one of the things that are growing more rapidly, one of the technologies is the internet. from the use of the internet, it can also be used by sales that have android mobile-based bread ordering information systems. by only using a cell phone, system users can order bread. this can be a tool in the special community in ordering bread. as with computers, mobile phones can also install a variety of software or software that they want. besides, android phones can also be used for transactions. like making a bread order transactions through an android phone. the stages that will be carried out by the author for the application development process include analysis and needs, application design, and application interface design, so that the application is made easy to use. the ordering system designed can make it easier for admin to view order details, check stock, manage customer data by using a database as a storage medium, and can also provide customers to buy stock of bakery goods available at these outlets to provide accurate information. the smart method has been proven to be implemented in searches based on user preferences, and gives different results if the value of the criteria entered is different. however, conventional search methods are still provided in addition to searching for goods using the smart method. keywords— management information system, reservations, smart, android mobile applications. i. introduction in the information age, technology is developing rapidly, such as the use of rfid technology and sms gateway[1], information system technology using the odometer[2], segmentation system in the medical field[3], school financial information system[4], product marketing services[5]. currently, one of these technologies that are in high demand is a mobile application-based system. in its application, mobile-based systems can be used in the business scope such as finding customer addresses[6], booking a room for umkm activities[7], agenda reminder[8], malware detection[9], and used for membership activities of an organization by creating informative alumni data[10]. in this study, researchers implemented a mobile application that is used for ordering food. in previous research[11][12][13], food reference in the order selection process using alphabetical sorting and product upload date. this method is less effective because sometimes references do not match the customer's needs. a good decision support system as a customer reference, in this case, is very much needed. many decision-making methods are widely used[14][15], one of them is the smart method. research using the smart method has been used by many researchers before because the smart method is quite effective in simplifying and accelerating the decision-making process by solving the problem into its parts[16]. several previous studies used the smart method to determine landfills[17], to promote employee promotions by determining the criteria for work experience, development of management information system reservations using simple multi-attribute rating technique (smart) based on android mobile applications sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 38 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3024 potential results, performance and attendance[18], selection of exemplary employees[19], business worthed[20], building selection[21]. in this paper, the researcher uses a decision system based on the smart method as a reference for ordering food to better suit customer needs. this study uses 4 criteria that will be used as a source of assessment, namely taste, price, and selling period. the smart model was chosen because the smart model not only leads to logical results, it also allows decision-makers to visualize the effects of various criteria on the outcome[22]. ii. method data collection is done using interviews and observations. researchers interviewed parties directly involved in the use of information technology. then the researcher made observations with the parties directly involved in the use of information technology, the involvement of information technology in each transaction, and the parties involved in the transaction. simple multi-attribute rating technique (smart) is a method for deciding several attributes. this method was designed with the initial aim of making it easier to apply the maut (multi-attribute utility theory) technique. this method has been developed over the years, based on identified failures, and has been improved to produce a method called smarts and the smarter method, which are presented in two different forms to correct the flaws of the maut method. in its implementation, the smart method consists of seven stages first, determine the criteria used by using the research data to be used[23]. second, give weight to each criterion by using the value between the minimum value to the maximum value desired with the most important priority. third, normalize each weight which will compare the value of the criterion weight with the sum of the criterion weights, using the equation as below. 𝑊𝑖 = 𝑤 ′𝑖 ∑ wj 𝑚 𝑗=1 (1) where wi is the criterion weight is normalized for the ith criterion value to i.w' are weight for criterion i, wjis weight for criterion j., and j is the number of criteria 1,2 ….m. fourth, grading of these criteria can be in the form of quantitative data (numbers) or the form of qualitative data. if the criteria value is qualitative, it is necessary to change the criteria value to quantitative data by providing the criteria value parameter. fifth, determine the utility value by converting the criteria value so that it becomes the criterion value in the form of standard data. the utility value generated depends on the nature of the criteria itself. as for the criteria used, namely the criteria for cost and profit criteria. criteria for costs are "less value is more desirable value", for example, price criteria, product price criteria, and delivery time criteria can be calculated using the equation below. 𝑢𝑖 (𝑎𝑖 ) = (𝑐𝑚𝑎𝑥 − 𝑐𝑜𝑢𝑡 ) (𝑐𝑚𝑎𝑥 − 𝑐𝑚𝑖𝑛 ) (2) where 𝑢𝑖 (𝑎𝑖) is the utility value of criterion i for alternative i.c_maxis maximum value of criteria. 𝑐𝑚𝑖𝑛is the minimum value of criteria. 𝑐𝑜𝑢𝑡 is value criteria on i. and then, the profit criteria used for the benefit of being "a greater value is a more desirable value", for example, the criteria for room capacity criteria, product taste criteria, and others. to determine the utility value of this type using the equation below. 𝑢𝑖 (𝑎𝑖 ) = (𝑐𝑜𝑢𝑡 − 𝑐𝑚𝑖𝑛 ) (𝑐𝑚𝑎𝑥 − 𝑐𝑚𝑖𝑛) (3) where 𝑢𝑖 (𝑎𝑖) is the utility value of criterion i for alternative i.𝑐𝑚𝑎𝑥is a maximum value of criteria. 𝑐𝑚𝑖𝑛is the development of management information system reservations using simple multi-attribute rating technique (smart) based on android mobile applications sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 39 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3024 minimum value of criteria. 𝑐𝑜𝑢𝑡 is value criteria on i. sixth, determined from each criterion by multiplying the normalized value of the standard data criteria with the value of the normalized criterion weight. then add up the value of the multiplication. the equation below. 𝑢(𝑎𝑖 ) = ∑ 𝑤𝑗 𝑚 𝑗=1 ∗ 𝑢𝑗 (𝑎𝑖 ) (4) where u(𝑎𝑖) is the total score for each alternative to i. 𝑤𝑗 is the weight for criterion j. 𝑢𝑖 (𝑎𝑖)is utility value from criterion to j for an alternative to i. seventh, all the calculated values will produce the final score. iii. results and discussion a. analysis with the smart method this study uses several parameters to determine a customer's decision in choosing product items as price, sell period, taste value. from the above parameters, the customer has determined a decision and can find the desired product using the smart method. this research using 3 steps to analyze with the smart method. first, calculate the weight of the product using the criteria that have been determined by the researcher and will be normalized according to the product value. table1. product data samples product criteria price taste sell period chocolate bread 3.000 5 362 cheese chocolate 5.500 3 352 blueberry bread 3.000 4 361 strawberry cream cheese 5.500 4 267 sugar-apple bun 3.500 3 308 from the table above there are two normalization groupings used because the price criteria are better if the value is lower, while the taste and period criteria are better if the value is higher. the first normalization is the normalization of prices, assuming the price value is lower, the better, then in the process of normalizing product prices using the formula below: |𝑥 − 𝑥max| 𝑥𝑚𝑎𝑥 − 𝑥𝑚𝑖𝑛 (5) where x is value. 𝑥max is maximum value and 𝑥min is the minimum value. the second normalization is the normalization of taste. the taste value and the selling period are the higher the better, then the normalization process uses the formula as above. the difference is that 𝑥maxand 𝑥minare the maximum and minimum weight values for the standard taste. the third normalization is the normalization of the sale period. then the normalization process uses the formula as above. the difference is that 𝑥maxand 𝑥minare the maximum and minimum of the sale period. the results of the calculation of some normalization are as follows table2. result of normalization product criteria price taste sell period chocolate bread 1 1 1 cheese chocolate 0,852 0,5 0,969 blueberry bread 1 0,75 0,996 cheese cream strawberry 0,852 0,75 0,705 sugar-apple bun 0,970 0,5 0,832 second, in calculating this relative weight, the customer is required to provide a weight value for the criteria that have been determined by the researcher to produce a product selection decision that will be determined by the system by calculating the smart method. in assessing the weight criteria, the customer can choose a weight value between 1 and 5, the weight value and will be calculated by the formula below: development of management information system reservations using simple multi-attribute rating technique (smart) based on android mobile applications sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 40 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3024 𝑥 𝑥𝑚𝑎𝑥 𝑋 𝑛 (6) where x is the criterion weight value inputted by the customer. 𝑥𝑚𝑎𝑥 is the maximum criterion weight value specified for the input customer. n is the value of the product criteria weight that has been normalized. in calculating the relative weight calculated using the formula above, a table like the one below will be produced table3. relative weight product criteria price taste sell period chocolate bread 0,416 0,333 0,25 cheese chocolate 0,355 0,166 0,242 blueberry bread 0,416 0,249 0,249 cheese cream strawberry 0,35 0,249 0,176 sugar-apple bun 0,404 0,166 0,208 third, then look for the ranking value or look for the highest value that will be suggested by the system for terminating product selection by adding up all the weighted criteria values that have been calculated by customer input. 𝑟𝑎𝑛𝑘𝑖𝑛𝑔 𝑣𝑎𝑙𝑢𝑒 = 𝑝𝑟𝑖𝑐𝑒 + 𝑡𝑎𝑠𝑡𝑒 + 𝑠𝑎𝑙𝑒 𝑝𝑒𝑟𝑖𝑜𝑑 (7) then the results are added up from all the weighted values of the relative table criteria and will be sorted according to the ranking or highest to lowest value to get the results of decision making using the smart method which will be shown in the results in table 4. table 4. result of ranking value product ranking period chocolate bread 0,999 blueberry bread 0,914 cheese cream strawberry 0,779 sugar-apple bun 0,777 cheese chocolate 0,763 b. implementation of smart methods in mobile applications 2 application platforms will be used for ordering information applications. namely based on android and website. android is used by customers and the website is used by officers. website is used to manage order data, prices, officers, and customers. this website is formed using the bootstrap style for the frontend and php for the backend. figure 1. officer dashboard view based on web app applications that are used by androidbased customers are designed for registration, application login, selecting products, transactions, checking orders, and rating orders that have been made figure 2. menu display user based on android app besides that, customers can use the order selection feature using the smart method which will later be useful for customers as a customer reference for choosing the appropriate food as in figure 3.before that, customers are advised to choose standard criteria to start as in figure 4. development of management information system reservations using simple multi-attribute rating technique (smart) based on android mobile applications sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 41 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3024 figure 3. result of smart method figure 4. criteria selection form iv. conclusion in this study, it can be concluded that the smart method can be used appropriately for the design of this android-based bread ordering information system, and it can make it easier for customers to choose product items. because in this bakery there are not only a few items but many items that are sold so that customers are confused about choosing the bread they want, with this smart method the customer becomes easier to choose because several criteria have been given that is very suitable to be given a value and provide item results. products desired by customers. for that, the customer will feel more attention in selecting the desired product in ordering bread, for the weight of the criteria there is input by the customer in the assessment. in this program, 3 criteria parameters are determined by the program, namely the taste value, the price value, and the selling period value. references [1] a. habib, m. a. jani, d. a. pratama, and e. ronando, “development of archives management information system with rfid and sms gateway,” international journal of psychosocial rehabilitation, vol. 24, no. 4, pp. 5227– 5243, 2020, doi: 10.37200/ijpr/v24i4/pr201621. 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[13] i. inayati, “aplikasi pemesanan makanan berbasis web,” enarodroid, vol. 1, no. 2, 2015, doi: 10.31090/narodroid.v1i2.71. [14] a. izzah, “prediksi harga saham menggunakan improved multiple linear regression untuk pencegahan data outlier,” kinetik, vol. 2, no. 3, pp. 141–149, 2017, doi: 10.22219/kinetik.v2i3.268. [15] a. suryadi, “sistem pendukung keputusan seleksi ujian masuk perguruan tinggi menggunakan nbc (naïve bayes classifier),” kinetik, vol. 1, no. 3, p. 173, 2016, doi: 10.22219/kinetik.v1i3.120. [16] nurhasanah, “pendukung keputusan penentuan penerima beasiswa menggunakan metode smart ( simple multi attribute rating technique ),” majalah ilmiah inti, vol. xii, no. 1, pp. 60–66, 2017. [17] y. e. windarto, i. p. windasari, and m. a. m. arrozi, “implementasi simple multi attribute rating technique untuk penentuan tempat pembuangan akhir,” jurnal pengembangan rekayasa dan teknologi, vol. 15, no. 1, p. 12, 2019, doi: 10.26623/jprt.v15i1.1484. 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[21] n. sesnika, d. andreswari, and r. efendi, “aplikasi sistem pendukung keputusan pemilihan gedung serba guna di kota bengkulu dengan menggunakan metode smart berbasis android,” jurnal rekursif, vol. 4, no. 1, pp. 30–44, 2016. development of management information system reservations using simple multi-attribute rating technique (smart) based on android mobile applications sisforma: journal of information systems (e-journal) vol. 8 | no. 1 |th. 2021 43 issn 2442-7888 (online) doi 10.24167/sisforma.v8i1.3024 [22] j.-d. huang, m. h. hu, and h.-m. wee, “evaluation of lead logistics provider using the smart process: a case study in a taiwan automotive industry,” operations and supply chain management: an international journal, vol. 6, no. 1, pp. 26–35, 2014, doi: 10.31387/oscm0130084. [23] s. r. cholil, a. p. r. pinem, and v. vydia, “implementasi metode simple multi attribute rating technique untuk penentuan prioritas rehabilitasi dan rekonstruksi pascabencana alam,” register: jurnal ilmiah teknologi sistem informasi, vol. 4, no. 1, p. 1, 2018, doi: 10.26594/register.v4i1.1133. improve attendance car service use application sisforma vol.1 no.2 november 2014 : 21‐25� �21 improve attendance car service use application joseph kevin wijaya faculty of science communication department of information systems tambora street 18e , semarang abstract this application makes people can use it easily to obtain satisfactory service and best. therefore we have ideas to add the latest features that have never been in the service of other service applications. the higher the technological growth, we believe we've created an application that will evolve in the future of keywords application, service, features, technology, growth of technology i. introduction nowadays, the technology is very advanced. people should follow the technology and think ahead because without technology they will find some difficulties. the present technology has an effect on the country itself, so if the country lives without technology, it is called undeveloped country. when we look backward, world war ii, only developed countries such as america, japan, germany, and other european countries are able to make weapons, ships, planes and communication equipment. these days, there are many developed countries such as india, china, korea and our own country, indonesia, because of their technologies which help their growth rapidly. why technology is always influential for our country? because people have been rely on the technology. without technology they cannot communicate with others, especially those who are far one to another. by the technology existence, people can communicate with others around the world without seeing each other or waiting the letters sent. they can use “webcam” to see their parents or relatives who live in other country. those are the special effects of technology, it helps people to connect with others around the world of. technology will always develop, so we have an idea to make an application which makes people get satisfied and best service. ii . literature review ways to improve services for customers 1. the application can be used to administer many kinds of operations such as front to backend including: managing customer data , supplier data , work orders , sales transactions , the estimated cost, service, steam washing service, car’s variety service,, service pricing based on the car category, history of customer , purchase , purchase returns , inventory , payable accounts, receivable account , stock data , member discounts , cash -in cash out transactions , and reports . 2. to improve the application by adding new features that are different from public service applications. therefore, these applications will have new features. improve attendance car service use application sisforma vol.1 no.2 november 2014 : 21‐25� �22 3. one of the features is instant messaging services without any charge and it is not necessary to ask other’s phone number or bbm code. we believe this service will be beneficial for customers. instant messaging service features may be very simple because there are many similar services in the google play store or apps store. however, through this application, we are inspired to present this feature. here are the steps you have to do: first you download the application second, you simply input the plate number, the name of the vehicle’s license, your name, and email third, verify your email address to get a password from us. fourth enter your password in the application and you are directly connected to our servers, and we also know what vehicle you are using. meanwhile, if you have more than one types you do not need to to enter the name on vehicle license, this application will know and give you the option. if the name in vehicle licence is different, you can simply add by clicking "other car" and input the name in the vehicle license or the plate number. the feature of instant messaging service will run, you just click the "chat” and you are already connected to the "service advisor" online. booking service feature of our application will allow users of a certain brand of car. we present these features as we know that the number of cars has increased and the car service will also be very crowded. the current distributor or car dealers have already used the telephone booking service. using the service booking feature in our applications, customers do not have to spend any money because to run the application, you just need the "wifi" or or internet connection. you can also try the "pickup car"feature when you, the car owner cannot drivr the car to the service station. in addition to the features above, this application also have a variety of new features, namely: 1. reminder 2. details of total service 3. car status reminder is a feature that can warn you when it is time for service and if it is done the service center will notify you with a notification pop up on the screen of your smart phone details total service is a feature that directly informs you the service that has been done and the cost so that you can prepare the money before you take it from the service center. car status feature is highly favored because this feature provides complete current information on services that is being done. by clicking “car status”, you will be able to see the condition of your car in the service center and what spare parts need to be replaced / repaired and the estimated time. if there are complaints or questions, you can do it through the "chat" or instant messaging. that's the advantages of our application and we also have important features in our service application other feautures: a. features in data form: item code selling price name of goods stock date of stock weekly stock selling price b. features in purchase transaction form no of bill. item code total date name of goods discount due date stock items improve attendance car service use application sisforma vol.1 no.2 november 2014 : 21‐25� �23 grand total how to pay purchase price suppliers the total number of goods total debt name back c. features in sales transaction form : no of the bill item code total date name of goods discount due date stock items grand total how to pay selling price customer the total number of goods total debt name back d. features in purchase return form search data amount no evidence total returns supplier selling price goods e. features in return of sales form search data amount no evidence total returns customer selling price goods f. features in repayment form : search data total debt no evidence suppliers remaining debt iii. research methodology we conduct the interview because it is more effective, informative and we can listen directly from the users of the application. we can ask directly to the user what features should be added to improve customers’ satisfaction levels, whether customers who use the car service application feel it ismore practical than before. on the other hand we also observe to get the data such as the number of people who have cars download this application that has been shared in google app store and apple store. we also conduct the reserach and get data from idc of the market share of smart phones in that is used in android, ios, blackberry, and windows operating system because we are concerned with the applications we want to make and to focus on a particular operating system. iv. results and discussion 1. how can we serve customers well? by understanding the customers’ needs and providing solutions 2. what is needed by the customers when they have their cars serviced? service quality, punctuality and spare part availability 3. do you need car service applications? it is needed to help customers knowing everything related to the services 4. is current car service application useful for you? features available cannot fulfill the customers’ need and demand 5. how effective are the current car service applications? the current car service application only provide information on the specifications of the spare part but not on information of price, and availability of spare parts. what features do you need in the application? (1) online consultation improve attendance car service use application sisforma vol.1 no.2 november 2014 : 21‐25� �24 service; (2) catalog (consisting of specifications of units, the unit price of spare parts, and the estimated total cost of service and the time needed; (3) customers’ feedback (in the form q & a); (4) tracking system to know the progress / development and updates on services. 6. what is required when the application is running? the ability of service advisors in answering questions and problems of customers through online 7. what do you expect if the application is running? it can provide answers or direct (time based) overview and estimation of the cost for all services 8. what do you think if spare parts can be ordered through online? we agree as it can increase the effectiveness of the company and on the customer side 9. what are the positive and negative impacts of the application on the customers? the negative impact is that the customers do not know about automotive and the positive impact is that the application can be used to educate the customers who do not know the automotive world. 10. can the application increase the index of satisfaction? yes, from customers’ feedback, the companies can determine the performance, satisfaction and drawback and can make improvement. 11. do you strongly support if there is a car service application? strongly support 12. do you think that a chat feature with service advisor is very useful? right. these features can answer all customers’ needs and to start consultancy. 13. what can of screen view do you want? simple and easy user experience and user interface so that customers can understand the application. 14. are you happy to wait in the garage while you have your car serviced? we were not happy at all if we had to wait while our car is repaired because it will take a lot of our time and mess up our schedule. 15. do you need information about the estimated service cost of your car? this is a feature that is appropriate for consumers because it will be easier for customers when they are busy and do not have time to ask about costs. 16. does this application need to display information on the availability of spare parts required for your car? we think if the application displays information on the availability of parts needed. we will be satisfied because we can check first if not we will feel dissatified. 17. if the application display the information on progress of the service work, does it helps you to organize your schedule? very helpful because we are people who work with high mobility and if our car is serviced, our job will be chaotic. 18. should the apllication be able to be used for one particular brand or other brands of cars you have today? we better use one application for one brand because it relates to our privacy if an application can be used for more than one brands, that mean other brands will know what cars we have. 19. if you have to go to the garage or service center, do you do it yourself or get someone to do it or get the garage to take your car? it depends on the person himself, if he is busy, he will ask the garage to take it. 20. will it be helpful if you are reminded by an application that it is time to have your car serviced? this feature will be very helpful because sometimes customers do not care and think it is just a simple thing to do the maintance regularly while it can cause a fatal result therefore, we agree that there is a warning so that the user can become more aware or care about the maintance schedulle. improve attendance car service use application sisforma vol.1 no.2 november 2014 : 21‐25� �25 display applications we present the features tab as shown above because we think that feature would be needed and helpful for customers to have used the application. this function is like in the browser. v. conclusions we conclude that people are interested in car service because in the future we believe that application relating to a car service will grow. we assess that today people rely on their smartphone and it has become primary need. based on the idc, the most widely used operating system is based on android and ios. we will focus on two operating systems. however, we will also use other operating system that has smaller market share because we will follow the development of technology. in 2010-2012 it was based on the blackberry operating system and in 2013 to present operating system based on android and ios dominate the world. indonesia still needs applications of this kind and the current indonesian government has started to improve broadband in indonesia to maximize the technology to keep up with other countries . references [1] http://www.softwarebengkel.com/ [2]http://www.sistemsmart.com/software_ bengkel/ [3]http://kopipagi.info/index.php/2014/08/ 31/aplikasi-teknologi-buat-kinerjabengkel-makin-efisien/ [4]http://www.idc.com/prodserv/smartpho ne-market-share.jsp [5]http://eprints.uad.ac.id/1882/2/si_akuta nsi_pada_bengkel.pdf university-level of elearning in asean early intrusion detection system (ids) using snort and telegram approach sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 21 issn 2442-7888 (online) doi 10.24167/sisforma early intrusion detection system (ids) using snort and telegram approach aan erlansari 1, funny farady coastera 2, afief husamudin 3 1,2,3infomatika, faculty of engineering, university of bengkulu. jl. wr. supratman kandang limun bengkulu 38371a indonesia (tel: 0736-341022; fax: 0736-341022) 1 aan_erlanshari@unib.ac.id 2ffaradyc@unib.ac.id 3afiefh17@gmail.com abstract— computer network security is an important factor that must be considered. guaranteed security can avoid losses caused by attacks on the network security system. the most common prevention against network attacks is to place an administrator, but problems will arise when the administrator is not supervising the network, so to overcome these problems a system called ids (intrusion detection system) can detect suspicious activity on the network through automating the work functions of an administrator. snort is one of the software that functions to find out the intrusion. data packets that pass through network traffic will be analyzed. data packets detected as intrusion will trigger alerts which are then stored in log files. thus, administrators can find out intrusions that occur on computer networks, and the existence of instant messaging applications can help administrators to get realtime notifications, one of which is using the telegram application. the results of this study are, snort able to detect intrusion of attacks on computer networks and the system can send alerts from snort to administrators via telegram bot in real-time. keywords— ids (intrusion detection system), monitoring, network security, real-time, snort, telegram i. introduction security could be a huge issue for all networks in today’s enterprise domain. hackers and intruders have created several fortunate efforts to bring down company organization and network services. several strategies are developed to secure the network infrastructure and communication over the web, among them the utilization of firewalls, encryption, and virtual non-public networks. intrusion detection could be a comparatively new addition to such techniques. intrusion detection system began disclosure over the foremost recent number of years. utilizing interruption location techniques, you will be able to gather and use knowledge from sorts of disruptions and see whether or not someone is trying to assault your system or specific hosts. the data gathered on these lines are often used to solidify your system security, even as for legitimate functions. various weak appraisal instruments are too accessible inside the advertising that may be used to survey distinctive types of security gaps show in your organization. the suggested work is to scale back the malicious activities by characteristic the intruders early in network done through the observance of the node behavior/features with snort and wire. during this paper, we tend to designed efficient intrusion detection. the system contains 3 phases like feature choice, outlier detection, and classification. the primary contribution of this paper is that the introduction of a brand new feature choice formula referred to as intelligent complete feature choice that helpful|is beneficial|is helpful} for recommending the useful options. the second phase of this paper is the introduction of a brand new detection methodology referred to as an entropy-based weighted outlier detection methodology for removing the useless records. the third contribution of this paper is that the use of the prevailing classification formula referred to early intrusion detection system (ids) using snort and telegram approach sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 22 issn 2442-7888 (online) doi 10.24167/sisforma as showing an intelligence layered approach for effective classification. the most advantage of this projected work is to pick out the helpful options that are helpful to boost the classification (intrusion detection) accuracy. the rest of this paper is managed as follows: section two provides the literature survey and system development model. section three demonstrates the results and discussion. section four provides a conclusion and also the future works ii. literatur review the early analysis was explicit that intrusion detection system (ids) datasets that were created in university lincoln laboratories are wont to assess the performance of snort [1][2]. the analysis of snort is completed supported the detection rate. it's been found and concludes that snort detection rate is required to boost and additionally the false alert ought to be reduced to boost the general performance of snort. here, snort is evaluated on week three, week 4, and week five knowledge. the week three data is attack free and able to train snort. week four and week five data include attacks and are utilized in the testing part. throughout the testing part, snort generates many alarms: table 1 event logged by the snort day 1 2 3 4 5 no of even 18557 6392 2092 3490 7780 nevertheless, rishab stated [3] that snort can show all matches packet outlined by the administrator. the data stored in mysql database that we have created a ui to show all the required data regarding the alert generated. the knowledge includes supply ip, destination ip, alert generated, date, and time of once the packet was received. natawat [4] in his research built a snort system using ids as a result of intrusion detection systems are efficient network security tools for detective work and observance network traffic knowledge. they generate associate alert once abnormal behavior patterns are matched to existing rules. however, as a result of the ids could have high false positive and false negative values, we have proposed another system, incorporating data processing of the association rules inside the snort ids. the system was completely tested and compared to the first snort ids rules also as icmp.rules and icmp-info.rules inside the snort ids, the system proven to be more useful and more precise. a. intrusion detection system the intrusion detection system (ids) is often defined as a tool or associate application that detects malicious activities or policy violations inside the network. ids has been widely utilized in recent years united of the most network security parts. the target of this study is to search out the best-fit approach that might considerably scale back the number of options. besides, the approach would result in high classification accuracy with less process time [5]. in order to avoid computer users from malicious effects, ids (intrusion detection system) is is meant to seem out network activities and manufacture alerts to several persons like administrative and others [6]. ids is used for two purposes: one methodology is used to identify known attacks, and the other method is used for unknown attacks. the implementation of the second technique isn't simple, and therefore the system ought to come with the correct learning and testing method. b. snort snort is that the form of the intrusion detection system that's used for scanning databases flowing on the network [7], [8]. snort logically divided into multiple components. snort logically divided into multiple parts. these parts work along to find specific attacks and generate output into a needed format from the detection system [9]. a snort-based ids consists of following major components as shown in the table: table 2 components of snort name description packet decoder prepares packet for processing preprocessors on input plugins used to normalized protocol header, detect anomalies, packetreassembly, and tcp stream reassembly early intrusion detection system (ids) using snort and telegram approach sisforma: journal of information systems (e-journal) vol.7 | no.1 |th.2020. 23 issn 2442-7888 (online) doi 10.24167/sisforma detection engine applies rules to packets logging and alerting system generates alert and log messages output modules process alerts and logs and generate a final output figure 1 shows the snort ids rules generator procedure. the association rules of the defined parameter’s entries are used to generate the snort ids rules by the minsic module for detecting network probe attacks. figure 1 snort ids generator rules the snort ids rules exhibitions were assessed by utilizing the precision comparisons method. appropriate parameters, as seen in table 2, layout the grunt ids rules as appeared in figure 1. c. scanning port scanning is a process of finding out which ports are open on a particular host or all hosts on a network[9]. the first step in any intruder activity is usually to find out what services are running on a network. once an intruder has found this information, attacks for known vulnerabilities for these services are tried. the portscan preprocessor is designed to detect port scanning activities. the preprocessor can be used to log the port scanning activities to a particular location in addition to standard logging. hackers can use multiple port scanning methods. refer to man pages or documentation of the nmap utility [10] to learn more about port scanning methods. the nmap utility is a widely used tool for port scanning. the following is the general format of the preprocessor used in the snort.conf file. preprocessor portscan: