GAMIFICATION FOR INCREASING FARMER'S PARTICIPATION ON AGRICULTURAL CULTIVATION APPLICATION (CASE STUDY: PAPRIKA CULTIVATION)

Indonesian agriculture faces five major problems that are very influential on food productivity. Agricultural issues include irrigation, seeds, fertilizers, agricultural machinery and extension agents and currently there are several applications that facilitate the field of agricultural cultivation....

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Bibliographic Details
Main Author: SETIAWAN (NIM: 23514066), ARIF
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/21233
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:Indonesian agriculture faces five major problems that are very influential on food productivity. Agricultural issues include irrigation, seeds, fertilizers, agricultural machinery and extension agents and currently there are several applications that facilitate the field of agricultural cultivation. <br /> <br /> This research proposed a framework that includes how to apply the concept of gamification in the application of agricultural cultivation. This research is implemented to Paprika Farmer Group in Pasirlangu Village, Cisarua Subdistrict, West Bandung Regency. <br /> <br /> The method used in this research is Design Research Methodology with ADDIE instructional design approach. The result of this research is increase of gain value <br /> <br /> (difference of pre-test and post-test value) that is 23,64% from 12,33 (conventional learning group) to 15,25 (gamified learning group) which can be used as indicator of answer from problem formula . The hypothesis has been proven by the value of Sig. (2-tailed) = 0.027 on the t-independent test. The results of user satisfaction included in the group very useful with the value of 81.02.