Gamification Model Development on Mobile Device-based Cycling Application to Increase Bicycle Usage Interest

Lately, many mobile device-based applications are developed to solve problems or to increase the performance of a system. In Bandung City, innovation of technology is considered as an approach that used in smart city to increase the quality of life. Various problems could be solved with this approac...

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Main Author: Sinar Putra, Bimasakti
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/43477
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:43477
spelling id-itb.:434772019-09-27T10:06:17ZGamification Model Development on Mobile Device-based Cycling Application to Increase Bicycle Usage Interest Sinar Putra, Bimasakti Indonesia Final Project Gamification, bike sharing, bicycle usage interest, cycling application INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/43477 Lately, many mobile device-based applications are developed to solve problems or to increase the performance of a system. In Bandung City, innovation of technology is considered as an approach that used in smart city to increase the quality of life. Various problems could be solved with this approach, including congestion and pollution in Bandung City. To solve congestion and pollution problems, Bandung City Government provides a bike-sharing system as a smart city approach. The system aims to bring alternative solution for tourists to travel easily from places to other places in Bandung City. However, the usage of bike-sharing in Bandung is not maximal yet. Therefore, a system which could improve the interest of bicycle usage is needed to maximize bike-sharing system. Gamification is a concept of applying game elements such as layouts, fun environments, gameplays into a system. Gamification can be used to simplify a system, or to make it more interesting to improve participant’s interest. In transportation terms, gamification have been applied in some country. In this thesis, an attempt by applying gamification is used to improve citizen’s interest in using bicycle. The gamification is applied by developing a mobile device-based cycling application. The gamification which in development are challenges with achievements and leaderboards as a form of competition. In this research, development, and testing that have been done, a gamification model has been established on a mobile-device-based cycling application in a bike sharing system. The gamification implementation in this research is able to increase bicycle usage interest. 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 Lately, many mobile device-based applications are developed to solve problems or to increase the performance of a system. In Bandung City, innovation of technology is considered as an approach that used in smart city to increase the quality of life. Various problems could be solved with this approach, including congestion and pollution in Bandung City. To solve congestion and pollution problems, Bandung City Government provides a bike-sharing system as a smart city approach. The system aims to bring alternative solution for tourists to travel easily from places to other places in Bandung City. However, the usage of bike-sharing in Bandung is not maximal yet. Therefore, a system which could improve the interest of bicycle usage is needed to maximize bike-sharing system. Gamification is a concept of applying game elements such as layouts, fun environments, gameplays into a system. Gamification can be used to simplify a system, or to make it more interesting to improve participant’s interest. In transportation terms, gamification have been applied in some country. In this thesis, an attempt by applying gamification is used to improve citizen’s interest in using bicycle. The gamification is applied by developing a mobile device-based cycling application. The gamification which in development are challenges with achievements and leaderboards as a form of competition. In this research, development, and testing that have been done, a gamification model has been established on a mobile-device-based cycling application in a bike sharing system. The gamification implementation in this research is able to increase bicycle usage interest.
format Final Project
author Sinar Putra, Bimasakti
spellingShingle Sinar Putra, Bimasakti
Gamification Model Development on Mobile Device-based Cycling Application to Increase Bicycle Usage Interest
author_facet Sinar Putra, Bimasakti
author_sort Sinar Putra, Bimasakti
title Gamification Model Development on Mobile Device-based Cycling Application to Increase Bicycle Usage Interest
title_short Gamification Model Development on Mobile Device-based Cycling Application to Increase Bicycle Usage Interest
title_full Gamification Model Development on Mobile Device-based Cycling Application to Increase Bicycle Usage Interest
title_fullStr Gamification Model Development on Mobile Device-based Cycling Application to Increase Bicycle Usage Interest
title_full_unstemmed Gamification Model Development on Mobile Device-based Cycling Application to Increase Bicycle Usage Interest
title_sort gamification model development on mobile device-based cycling application to increase bicycle usage interest
url https://digilib.itb.ac.id/gdl/view/43477
_version_ 1822270394693844992