MOBILE LEARNING FOR URBAN FARMING EXTENSION BASED ON GAMIFICATION
Sustainable urban farming development as a form of food security seems easy to achieve. But many the urban farming development programs that have not been sustainable because often these programs are carried out spatially. That is partly due to the lack of effective communication between the governm...
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id-itb.:434472019-09-27T09:23:34ZMOBILE LEARNING FOR URBAN FARMING EXTENSION BASED ON GAMIFICATION Handayani, Sri Indonesia Theses Food Security, Urban Farming, KRPL, Framework, Mobile Learning, Gamification, DRM, ADDIE, SDT, ARCS INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/43447 Sustainable urban farming development as a form of food security seems easy to achieve. But many the urban farming development programs that have not been sustainable because often these programs are carried out spatially. That is partly due to the lack of effective communication between the government and farmers through the agriculture extension system. With the use of Information Technology, it is expected to be one of the right solutions to these problems, namely the development of a framework and prototype of the urban farming extension application abbreviated TaniKot, using the concept of mobile learning and gamification. The device is then tested on a national program called “Kawasan Rumah Pangan Lestasi” (KRPL) with the case study in Mojokerto Regency. This research uses the Design Research Methodology (DRM) methodology. At the study stage, the instructions are developed framework based on ADDIE instructional design and combined with four frameworks namely urban farming framework, mobile learning lifelong, FRAGGLE gamification framework and SDT. In the phase of descriptive study II, the evaluation is carried out to determine its effect after using the application on the level of motivation and knowledge of farmers. The evaluation uses the Kirkpatrick evaluation model, which is the reaction evaluation and learning evaluation, which involved 60 farmers who are members of the Women's Farmers Group (KWT) participants in the KRPL program. Reaction evaluation is measured using the ARCS motivation model which shows that the proposed framework can improve farmers' learning motivation compared to conventional, with the most influential variables being the Attention and Relevance variables. Learning evaluation shows that the proposed framework can significantly increase farmers' knowledge by 64.42%, and shows that extension with the Tanikot system is better than the conventional extension. text |
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Sustainable urban farming development as a form of food security seems easy to achieve. But many the urban farming development programs that have not been sustainable because often these programs are carried out spatially. That is partly due to the lack of effective communication between the government and farmers through the agriculture extension system. With the use of Information Technology, it is expected to be one of the right solutions to these problems, namely the development of a framework and prototype of the urban farming extension application abbreviated TaniKot, using the concept of mobile learning and gamification. The device is then tested on a national program called “Kawasan Rumah Pangan Lestasi” (KRPL) with the case study in Mojokerto Regency.
This research uses the Design Research Methodology (DRM) methodology. At the study stage, the instructions are developed framework based on ADDIE instructional design and combined with four frameworks namely urban farming framework, mobile learning lifelong, FRAGGLE gamification framework and SDT. In the phase of descriptive study II, the evaluation is carried out to determine its effect after using the application on the level of motivation and knowledge of farmers. The evaluation uses the Kirkpatrick evaluation model, which is the reaction evaluation and learning evaluation, which involved 60 farmers who are members of the Women's Farmers Group (KWT) participants in the KRPL program.
Reaction evaluation is measured using the ARCS motivation model which shows that the proposed framework can improve farmers' learning motivation compared to conventional, with the most influential variables being the Attention and Relevance variables. Learning evaluation shows that the proposed framework can significantly increase farmers' knowledge by 64.42%, and shows that extension with the Tanikot system is better than the conventional extension. |
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Theses |
author |
Handayani, Sri |
spellingShingle |
Handayani, Sri MOBILE LEARNING FOR URBAN FARMING EXTENSION BASED ON GAMIFICATION |
author_facet |
Handayani, Sri |
author_sort |
Handayani, Sri |
title |
MOBILE LEARNING FOR URBAN FARMING EXTENSION BASED ON GAMIFICATION |
title_short |
MOBILE LEARNING FOR URBAN FARMING EXTENSION BASED ON GAMIFICATION |
title_full |
MOBILE LEARNING FOR URBAN FARMING EXTENSION BASED ON GAMIFICATION |
title_fullStr |
MOBILE LEARNING FOR URBAN FARMING EXTENSION BASED ON GAMIFICATION |
title_full_unstemmed |
MOBILE LEARNING FOR URBAN FARMING EXTENSION BASED ON GAMIFICATION |
title_sort |
mobile learning for urban farming extension based on gamification |
url |
https://digilib.itb.ac.id/gdl/view/43447 |
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1822270386035752960 |