Pub Date : 2019-01-21DOI: 10.24167/SISFORMA.V5I2.1755
E. M. Dukut, C. Wulandari, T. Chandrawati
Products of popular culture are many. One of those is educative language game software. Not only is a game useful in combating boredom, but a game can increase someone’s education capability. The PC (personal computer) a TOEFL-like game software created by the researchers applies the American TOEFL (Test of English as a Foreign Language) as a basis of the game. It has transnational qualities because it integrates some local Indonesian culture into an American based English competence test. Being a transnational product, the game induces creativity for a number of Indonesian-English students to have a global imagination. The popular culture product named Tommy & Pokina language game software is an educative game produced for 8th grade students studying at Junior High School. In designing the game, the method of symbolic analogy with the use of simple objects becomes the main characteristics of the game. In its visualization, the design process makes use of not only particular graphics, visualization effects, typography and interface; but also a number of other aspects. The aspects include the object’s illustrations, viewpoint, composition, and layout in developing the game’s visualization. These aspects are found to be valuable in designing the game.
{"title":"Designing Tommy and Pokina Educative Language Game Software: a Transnational Popular Culture Project","authors":"E. M. Dukut, C. Wulandari, T. Chandrawati","doi":"10.24167/SISFORMA.V5I2.1755","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I2.1755","url":null,"abstract":"Products of popular culture are many. One of those is educative language game software. Not only is a game useful in combating boredom, but a game can increase someone’s education capability. The PC (personal computer) a TOEFL-like game software created by the researchers applies the American TOEFL (Test of English as a Foreign Language) as a basis of the game. It has transnational qualities because it integrates some local Indonesian culture into an American based English competence test. Being a transnational product, the game induces creativity for a number of Indonesian-English students to have a global imagination. The popular culture product named Tommy & Pokina language game software is an educative game produced for 8th grade students studying at Junior High School. In designing the game, the method of symbolic analogy with the use of simple objects becomes the main characteristics of the game. In its visualization, the design process makes use of not only particular graphics, visualization effects, typography and interface; but also a number of other aspects. The aspects include the object’s illustrations, viewpoint, composition, and layout in developing the game’s visualization. These aspects are found to be valuable in designing the game.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43362005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-01-21DOI: 10.24167/SISFORMA.V5I2.1156
Lianly Rompis
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.
{"title":"A Learning System Design Based on Digital Technology Utilization","authors":"Lianly Rompis","doi":"10.24167/SISFORMA.V5I2.1156","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I2.1156","url":null,"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.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48842855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Green Mission Game for the Forest Preservation Campaig","authors":"Nuryanti Nuryanti, Ridwan Sanjaya, Hendra Prasetya","doi":"10.24167/SISFORMA.V5I2.1027","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I2.1027","url":null,"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.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49423208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Socialization is an essential process in human living. Human is a social creature which can not living without the help of others, so human needs friends to communicate and interact with each others to make a living better. Through a socialization, human can build good characters to care with others and theirs social life circle. Nowadays, game technology have already fast and sophisticated. People use game not only for entertainment media but for education media and media to prevent social problems in the society. With game technology, game will be expected to reduce lack of socialization in the society. It can help someone to open his/herself and develop social skill with interacting in social society using social feature in the game.
{"title":"Developing Social Interaction Skills with Game Technology","authors":"Lidya Oktorina Kusuma Sakti, Septyana Hardianti Yunanto","doi":"10.24167/SISFORMA.V5I2.1699","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I2.1699","url":null,"abstract":"Socialization is an essential process in human living. Human is a social creature which can not living without the help of others, so human needs friends to communicate and interact with each others to make a living better. Through a socialization, human can build good characters to care with others and theirs social life circle. Nowadays, game technology have already fast and sophisticated. People use game not only for entertainment media but for education media and media to prevent social problems in the society. With game technology, game will be expected to reduce lack of socialization in the society. It can help someone to open his/herself and develop social skill with interacting in social society using social feature in the game.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42258711","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Finding the Nearest Blood Donors using Dijkstra Algorithm","authors":"Md. Sabir Hossain, Nayan Das, Muhammad Kamrul Hossain Patwary, Md. Al-Hasan","doi":"10.24167/SISFORMA.V5I2.1709","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I2.1709","url":null,"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.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46675280","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-05-31DOI: 10.24167/SISFORMA.V5I1.1172
R. Jatnika, M. Haffas, H. Agustiani
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.
{"title":"Developing the UNPAD SAS (Universitas Padjajaran Statistical Analysis Series) Software","authors":"R. Jatnika, M. Haffas, H. Agustiani","doi":"10.24167/SISFORMA.V5I1.1172","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I1.1172","url":null,"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.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46418056","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-05-31DOI: 10.24167/SISFORMA.V5I1.1450
E. A. Laksana, A. Suryana, Heri Heryono
Sentiment analysis as part of text mining research domain has been being recognized due to the successful implementation in social media analysis. Sentiment analysis methods had intelligent ability to classify texts into negative or positive. Classified texts concluded whole users respond and described opinion polarity about particular topic. Based on this idea, this research took e-learning’s users opinion as object to be measured through sentiment analysis. The results can be used to evaluate the e-learning activity. This research had been implemented in Widyatama University which had been running e-learning activity for several years. Qualitative method by given questioner to users and gather the feedback is commonly used as evaluation of e-learning system previously. Still, questioner doesn’t represent the conclusion about the whole opinion. Hence, it needs the method to identify opinion polarity from e-learning member. The e-learning opinion data sets were gathered from questioner filled by e-learning member included both student and lecturer as participants. The participants gave review about learning outcome after their participation in e-learning activity. Their opinion was needed to describe current situation about e-learning activity. Therefore, the conclusion could be used to make improvement and described few achievements about the e-learning system. The data sets trained by Naïve Bayes classifier to group each user respond into negative or positive. The classification results were also evaluated by a number of particular evaluation metric used in data mining to show the classifier performance such as accuracy, precision, and recall.
{"title":"Evaluation of E-learning Activity Effectiveness in Higher Education Through Sentiment Analysis by Using Naïve Bayes Classifier","authors":"E. A. Laksana, A. Suryana, Heri Heryono","doi":"10.24167/SISFORMA.V5I1.1450","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I1.1450","url":null,"abstract":"Sentiment analysis as part of text mining research domain has been being recognized due to the successful implementation in social media analysis. Sentiment analysis methods had intelligent ability to classify texts into negative or positive. Classified texts concluded whole users respond and described opinion polarity about particular topic. Based on this idea, this research took e-learning’s users opinion as object to be measured through sentiment analysis. The results can be used to evaluate the e-learning activity. This research had been implemented in Widyatama University which had been running e-learning activity for several years. Qualitative method by given questioner to users and gather the feedback is commonly used as evaluation of e-learning system previously. Still, questioner doesn’t represent the conclusion about the whole opinion. Hence, it needs the method to identify opinion polarity from e-learning member. The e-learning opinion data sets were gathered from questioner filled by e-learning member included both student and lecturer as participants. The participants gave review about learning outcome after their participation in e-learning activity. Their opinion was needed to describe current situation about e-learning activity. Therefore, the conclusion could be used to make improvement and described few achievements about the e-learning system. The data sets trained by Naïve Bayes classifier to group each user respond into negative or positive. The classification results were also evaluated by a number of particular evaluation metric used in data mining to show the classifier performance such as accuracy, precision, and recall.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41891067","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-05-31DOI: 10.24167/SISFORMA.V5I1.1155
Lianly Rompis, Julie Rante
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.
{"title":"Basic Design of A Charging Circuit for Mobile Phone Using Solar Panel","authors":"Lianly Rompis, Julie Rante","doi":"10.24167/SISFORMA.V5I1.1155","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I1.1155","url":null,"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.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46375903","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-05-31DOI: 10.24167/SISFORMA.V5I1.1256
Bertha Alan Manuel, Oscar Karnalim
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, small-group user, and large-group user testing), proposed portal works well and fits user need.
{"title":"Revitalizing Internship Registration Portal with an Implementation of Application Lifecycle Management","authors":"Bertha Alan Manuel, Oscar Karnalim","doi":"10.24167/SISFORMA.V5I1.1256","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I1.1256","url":null,"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, small-group user, and large-group user testing), proposed portal works well and fits user need.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46231755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-05-31DOI: 10.24167/SISFORMA.V5I1.1526
Albertus Dwiyoga Widiantoro
Paper-based correspondence has many constraints on sending, receiving, and filing. The filling makes it difficult to search document. The purpose of this research is to facilitate the process of sending, searching, and integrating data and documents. With electronic-based office mail is expected to reduce paper usage. Application development methods using the SDLC method consist of system investigation, analysis, design environments, testing, training, and transition, operation and maintenance.Electronic-based office mail is able to solve many problems regarding the mail system such as speed of delivery, filing, and searching of documents. By utilizing the database system, documents can be stored well and integrated. It's cannot eliminate the use of paper. The main reason is the habit of employees needed paper evidence in their work
{"title":"Paperless Mail Office System and Data Integration at UNIKA Soegijapranata","authors":"Albertus Dwiyoga Widiantoro","doi":"10.24167/SISFORMA.V5I1.1526","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I1.1526","url":null,"abstract":"Paper-based correspondence has many constraints on sending, receiving, and filing. The filling makes it difficult to search document. The purpose of this research is to facilitate the process of sending, searching, and integrating data and documents. With electronic-based office mail is expected to reduce paper usage. Application development methods using the SDLC method consist of system investigation, analysis, design environments, testing, training, and transition, operation and maintenance.Electronic-based office mail is able to solve many problems regarding the mail system such as speed of delivery, filing, and searching of documents. By utilizing the database system, documents can be stored well and integrated. It's cannot eliminate the use of paper. The main reason is the habit of employees needed paper evidence in their work","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2018-05-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45036010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}