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Losing items is the serious problems in the world. Every day there are many <br /> <br /> reports of loss of items to the police office or information center at public <br /> <br /> transport facilities. The problem has resulted in economic losses and time losses <br />...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/24998 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Losing items is the serious problems in the world. Every day there are many <br />
<br />
reports of loss of items to the police office or information center at public <br />
<br />
transport facilities. The problem has resulted in economic losses and time losses <br />
<br />
for people losing items. There are currently two types of solutions that solve the <br />
<br />
problem. The first solution is a lost-and-found facility in public places such as <br />
<br />
police offices. It's considered not effective enough with a low rate of return. This <br />
<br />
may be due to the limited reach of the lost-and-found facility. Not all public <br />
<br />
places near the place where people lost the items have lost-and-found facilities. <br />
<br />
Besides that, lost-and-found facilities are just waiting for reports of people's <br />
<br />
goods. The second solution is a Bluetooth sensor-based tracking device. This <br />
<br />
solution is also not quite effective because it is still expensive and has a limited <br />
<br />
range of sensor coverage. The limitations of existing solutions can be solved by <br />
<br />
the concept of mobile crowdsourcing that can delegate jobs to many people so as <br />
<br />
to have a wider reach with a minimum cost. But a crowdsourcing mobile system <br />
<br />
has the challenge of requiring a high level of participation in order to be effective. <br />
<br />
To address these challenges, the prototype of mobile crowdsourcing applications <br />
<br />
for lost-and-found online services by applying gamification to determine the <br />
<br />
effect of gamification on the motivation level of application users. This study uses <br />
<br />
the MDA (Mechanics, Dynamics, Aesthetics) framework to design gamification <br />
<br />
for application. There are four mechanics applied to the application: point, level, <br />
<br />
leaderboard, and virtual goods. <br />
<br />
Evaluation of the effect of gamification on the level of user application motivation <br />
<br />
was done using questionnaire. Questionnaires are based on the factors contained <br />
<br />
in HMSAM, a model that describes the intrinsic motivation of users in using <br />
<br />
information systems. Based on the results of statistical descriptive analysis of 96 <br />
<br />
respondents data can be seen that gamification can increase intrinsic motivation of <br />
<br />
application users. |
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