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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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Bibliographic Details
Main Author: BUDI KUSUMA PUTRA (NIM: 18213014), ADINDA
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
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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.