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....

Full description

Saved in:
Bibliographic Details
Main Author: SETIAWAN (NIM: 23514066), ARIF
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/21233
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:21233
spelling id-itb.:212332017-09-28T15:13:56ZGAMIFICATION FOR INCREASING FARMER'S PARTICIPATION ON AGRICULTURAL CULTIVATION APPLICATION (CASE STUDY: PAPRIKA CULTIVATION) SETIAWAN (NIM: 23514066), ARIF Indonesia Theses INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/21233 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. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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.
format Theses
author SETIAWAN (NIM: 23514066), ARIF
spellingShingle SETIAWAN (NIM: 23514066), ARIF
GAMIFICATION FOR INCREASING FARMER'S PARTICIPATION ON AGRICULTURAL CULTIVATION APPLICATION (CASE STUDY: PAPRIKA CULTIVATION)
author_facet SETIAWAN (NIM: 23514066), ARIF
author_sort SETIAWAN (NIM: 23514066), ARIF
title GAMIFICATION FOR INCREASING FARMER'S PARTICIPATION ON AGRICULTURAL CULTIVATION APPLICATION (CASE STUDY: PAPRIKA CULTIVATION)
title_short GAMIFICATION FOR INCREASING FARMER'S PARTICIPATION ON AGRICULTURAL CULTIVATION APPLICATION (CASE STUDY: PAPRIKA CULTIVATION)
title_full GAMIFICATION FOR INCREASING FARMER'S PARTICIPATION ON AGRICULTURAL CULTIVATION APPLICATION (CASE STUDY: PAPRIKA CULTIVATION)
title_fullStr GAMIFICATION FOR INCREASING FARMER'S PARTICIPATION ON AGRICULTURAL CULTIVATION APPLICATION (CASE STUDY: PAPRIKA CULTIVATION)
title_full_unstemmed GAMIFICATION FOR INCREASING FARMER'S PARTICIPATION ON AGRICULTURAL CULTIVATION APPLICATION (CASE STUDY: PAPRIKA CULTIVATION)
title_sort gamification for increasing farmer's participation on agricultural cultivation application (case study: paprika cultivation)
url https://digilib.itb.ac.id/gdl/view/21233
_version_ 1822920106248765440