Platform Gamifikasi untuk Perkuliahan

https://doi.org/10.22146/ijccs.17053

David Kristiadi(1*), Khabib Mustofa(2)

(1) STMM "MMTC" Yogyakrta
(2) Departemen Ilmu Komputer dan Elektronika, FMIPA, UGM, Yogyakarta
(*) Corresponding Author

Abstract


Gamification in lecturing has a lot of variety designs. A flexible platform is needed for that matter. This research aims to develop a gamification platform for lecturing that flexible, has a good performance and acceptable by users.

Generic Gamification Platform (GGP) concept is used to develop platform. GGP is a kind of gamification solution that applies service oriented architecture Architecture (SOA) principles and puts gamification components (data, logic and rewards) and Information System (IS) separately. The platform has some capabilities such as able to manage game mechanics, actions, tasks and rules. The other platform capabilities are able to auto generate rules and to be integrated to IS.

The results of tests show that a gamification platform for lecturing can be developed. The platform has a good level of flexibility, has a good performance, and acceptable by users (5 lecturers and 2 non-lecturers but well knowing on lecturing activities). Its flexibility level is 85%. Its average of response time on event execution is lower than 336ms. Its System Usability Scale (SUS) average score is 60 and its acceptability range in low marginal.


Keywords


gamification platform, gamification for lecturing, gamification

Full Text:

PDF


References

[1] Deterding, S., Dixon, D., Khaled, R. & Nacke, L.E., 2011, Gamification: Toward a Definition, CHI 2011 Gamification Workshop Proceedings, hal. 12–15.

[2] Hamari, J., Koivisto, J. & Sarsa, H., 2014, Does Gamification Work? — A Literature Review of Empirical Studies on Gamification, 2014 47th Hawaii International Conference on System Science, vol. 47, hal. 3025–3034.

[3] Domínguez, A., Saenz-de-navarrete, J., Fernández-sanz, L., Pagés, C. & De-Marcos, L., 2013, Gamifying learning experiences: Practical implications and outcomes, Computers & Education, vol. 63, hal. 380–392.

[4] Ibanez, M.-B., Di-Serio, A. & Delgado-kloos, C., 2014, Gamification for Engaging Computer Science Students in Learning Activities: A Case Study, IEEE Transactions on Learning Technologies, Vol. 7, No. 3, Juli-September 2014, hal. 291–301.

[5] Dicheva, D., Irwin, K., Dichev, C. & Talasila, S., 2014, A Course Gamification Platform Supporting Student Motivation and Engagement, 2014 International Conference on Web and Open Access to Learning (ICWOAL), hal. 1–4.

[6] IEEE, 2010, Systems and software engineering -- Vocabulary, ISO/IEC/IEEE 24765:2010(E), hal. 1–418.

[7] Haaranen, L., Hakulinen, L., Ihantola, P. & Korhonen, A., 2014, Software Architectures for Implementing Achievement Badges – Practical Experiences, 2014 International Conference on Teaching and Learning in Computing and Engineering Software, hal. 41–46.

[8] Herzig, P., Ameling, M. & Schill, A., 2012, A Generic Platform for Enterprise Gamification, 2012 Joint Working Conference on Software Architecture & 6th European Conference on Software Architecture, hal. 219–223.

[9] Monterrat, B., Lavoué, É. & George, S., 2014, Motivation for Learning: Adaptive Gamification for Web-based Learning Environments, 6th International Conference on Computer Supported Education scenario, hal. 117–125.

[10] Zichermann, G. & Cunningham, C., 2011, Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, 1 ed. Sebastopol, CA: O’Reilly Media.

[11] Herzig, P., Ameling, M., Wolf, B. & Schill, A., 2015, Implementing Gamification: Requirements and Gamification Platforms, Gamification in Education and Bussiness, hal. 1–21.

[12] Brooke, J., 1996, SUS - A quick and dirty usability scale, Usability Evaluation in Industry, no. 189, hal. 189–194.

[13] Sauro, J., 2013, 10 Things to Know About the System Usability Scale (SUS). http://www.measuringu.com/blog/10-things-SUS.php, diakses tgl 12 Maret 2016.

[14] Laskowski, M. & Badurowicz, M., 2014, Gamification in higher education: a case study, Management, Knowledge and Learning (MakeLearn) International Conference 2014, hal. 971–975.

[15] Todor, V. & Piticǎ, D., 2013, The gamification of the study of electronics in dedicated e-learning platforms, 36th Int. Spring Seminar on Electronics Technology, hal. 428–431.

[16] Swacha, J. & Baszuro, P., 2013, Gamification - based e - learning Platform for Computer Programming Education, X World Conference on Computers in Education, hal. 122–130.

[17] Lambruschini, B.B. & Pizarro, W.G., 2015, Tech - Gamification in university engineering education: Captivating students, generating knowledge, in International Conference on Computer Science & Education (ICCSE 2015), hal. 295–299.

[18] Amriani, A., Aji, A.F., Utomo, A.Y. & Junus, K.M., 2013, An Empirical Study of Gamification Impact on E-Learning Environment, Proceedings of 2013 3rd International Conference on Computer Science and Network Technology, hal. 265–269.

[19] Borys, M. & Laskowski, M., 2013, Implementing game elements into didactic process: a case study, Management, Knowledge and Learning International Conference 2013, hal. 819–824.

[20] Grant, E.S., Shankararaman, V. & Loong, J.L.K., 2014, Experimenting with Gamification in the Classroom, 2014 IEEE 6th International Conference on Engineering Education gamification, hal. 79–83.

[21] Neilsen, J., 2010, Website Response Times. https://www.nngroup.com/articles/website-response-times/, diakses tgl 07 November 2016.

[22] Bangor, A., Staff, T., Kortum, P., Miller, J. & Staff, T., 2009, Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale, Jurnal of Usability Studies, vol. 4, no. 3, hal. 114–123.



DOI: https://doi.org/10.22146/ijccs.17053

Article Metrics

Abstract views : 5067 | views : 5172

Refbacks

  • There are currently no refbacks.




Copyright (c) 2017 IJCCS - Indonesian Journal of Computing and Cybernetics Systems

Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.



Copyright of :
IJCCS (Indonesian Journal of Computing and Cybernetics Systems)
ISSN 1978-1520 (print); ISSN 2460-7258 (online)
is a scientific journal the results of Computing
and Cybernetics Systems
A publication of IndoCEISS.
Gedung S1 Ruang 416 FMIPA UGM, Sekip Utara, Yogyakarta 55281
Fax: +62274 555133
email:ijccs.mipa@ugm.ac.id | http://jurnal.ugm.ac.id/ijccs



View My Stats1
View My Stats2