Gamifying Student Routines to Improve Campus Experience Through Mobile Application in Indonesia

  • Authors

    • Janssen .
    • Andre Rusli
    • Maria Irmina Prasetiyowati
    2018-12-16
    https://doi.org/10.14419/ijet.v7i4.40.24081
  • smart campus, gamification, Marczewski gamification framework, technology acceptance model, Universitas Multimedia Nusantara
  • Abstract

    Smart campus is an emerging concept in recent years that enables as a part of the smart city movements which leverages the use of information technology in building a comprehensive and sustainable living environment. Several campuses in Indonesia and abroad have already started the movement and integrate the colleges’ data and provide a digital experience for the campus communities. In order to motivate the communities, in this case the students, to leverage IT tools and platforms to improve their learning experiences, utilizing gamification and mobile technologies are seen to be the suitable combinations. Gamification as a concept to enhance user participation is also gaining a lot of tractions in recent years, including in the higher education sector. Many researches have shown that gamification is effective to improve motivations in core learning activities, to push students to be more proactive in gaining knowledge. This research is conducted to integrate a new mobile application to the existing smart campus platform in Universitas Multimedia Nusantara, Indonesia, while also gamify several student routines and activities to enhance the campus experience. The system is built as a hybrid mobile application and evaluated for its user acceptance by analyzing its users’ perceived usefulness and perceived ease of use which are derived from the technology acceptance model (TAM). Based on the feedbacks gathered from the users, the gamified system is perceived to be easy to use and useful to increase student’s participation and to motivate the users to actively complete their campus routines.

     

     


     
  • References

    1. [1] R. Szabó, K. Farkas, M. Ispány, A. Benczúr, N. Bátfai, P. Jeszenszky, S. Laki, A. Vágner, L. Kollár, C. Sidló and et al, "Framework for smart city applications based on participatory sensing," in 4th International Conference on Cognitive Infocommunications (CogInfoCom), Budapest, 2013.

      [2] Y. Liu, W. Zhang and P. Dong, "The research of smart campus based on Internet of Things & cloud computing," Applied Mechanics and Materials , pp. 3213-3217, March 2014.

      [3] X. Dong, X. Kong, F. Zhang, Z. Chen and J. Kang, "OnCampus: a mobile platform towards a smart campus," SpringerPlus, vol. 5, no. 974, 2016.

      [4] APJII, "Penetrasi & Perilaku Pengguna Internet Indonesia," 2016. [Online]. Available: https://apjii.or.id/downfile/file/surveipenetrasiinternet2016.pdf. [Accessed 20 August 2018].

      [5] Tokyo Denki University, "TDUç·åˆãƒ¡ãƒ‡ã‚£ã‚¢ã‚»ãƒ³ã‚¿ãƒ¼," 2018. [Online]. Available: https://www.mrcl.dendai.ac.jp. [Accessed 28 September 2018].

      [6] Universitas Indonesia, "SIAKNG UI," 2018. [Online]. Available: https://academic.ui.ac.id/. [Accessed 28 September 2018].

      [7] Universitas Multimedia Nusantara, "MyUMN," 2018. [Online]. Available: https://my.umn.ac.id/. [Accessed 28 September 2018].

      [8] MIT, MIT Mobile, 2018.

      [9] Mora, D. Riera, C. Gonzales and J. Arnedo-Moreno, "A Literature Review of Gamification Design Frameworks," in 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Skovde, 2015.

      [10] S. Deterding, R. Khaled, L. E. Nacke and D. Dixon, "Gamification: Toward a Definition," in CHI 11, Vancouver, 2011.

      [11] G. Zichermann and J. Linder, The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition, McGraw-Hill Education, 2013.

      [12] C. Dichev and D. Dicheva, "Gamifying education: what is known, what is believed and what remains uncertain: a critical review," International Journal of Educational Technology in Higher Education, vol. 14, no. 9, 2017.

      [13] H. Setiana, "Rancang Bangun Sistem Informasi Akademik dengan Metode Gamifikasi Berbasis Android," Universitas Multimedia Nusantara, Tangerang, 2015.

      [14] S. Wiryaputra, "Rancang Bangun Aplikasi Moonlay Acedemy dengan Metode Gamifikasi Menggunakan Algoritma Knuth Shuffle Berbasis Android," Universitas Multimedia Nusantara, Tangerang, 2015.

      [15] V. Venkatesh and F. D. Davis, "A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies," Management Science, vol. 46, no. 2, pp. 186-204, 2000.

      [16] F. D. Davis, Jr., "A Technology Acceptance Model for Empirically Testing New End-User Information Systems: Theory and Results," Massachusetts Institute of Technology, Massachusetts, 1985.

      [17] Marczewski, Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design, CreateSpace Independent Publishing, 2015.

      [18] Bunchball, Inc., "Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior," 2010. [Online]. Available: http://jndglobal.com/wp-content/uploads/2011/05/gamification1011.pdf. [Accessed 28 September 2018].

      [19] Marczewski, "Gamified UK," 2016. [Online]. Available: https://gamified.uk/UserTypeTest2016/user-type-test.php. [Accessed 10 June 2018].

  • Downloads

  • How to Cite

    ., J., Rusli, A., & Irmina Prasetiyowati, M. (2018). Gamifying Student Routines to Improve Campus Experience Through Mobile Application in Indonesia. International Journal of Engineering & Technology, 7(4.40), 85-89. https://doi.org/10.14419/ijet.v7i4.40.24081

    Received date: 2018-12-16

    Accepted date: 2018-12-16

    Published date: 2018-12-16