GAMIFICATION DESIGN FOR LEARNING MANAGEMENT SYSTEM AT PT BERAU COAL
Sintesis + is a Berau Coal Learning Management System platform that was developed by the Health Safety and Environment Certification and Training Department as part of PT Berau Coal’s functional strategy to improve people’s development-related HSE competency. The business issue found at this rese...
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id-itb.:501542020-09-22T20:56:22ZGAMIFICATION DESIGN FOR LEARNING MANAGEMENT SYSTEM AT PT BERAU COAL Dwijaputra, Junialdi Manajemen umum Indonesia Theses Flow, Gamification, Learning Management System, WOLF-S INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/50154 Sintesis + is a Berau Coal Learning Management System platform that was developed by the Health Safety and Environment Certification and Training Department as part of PT Berau Coal’s functional strategy to improve people’s development-related HSE competency. The business issue found at this research is the engagement problem, which represents low returning visitor percentage, low average time per session, the high bounce rate, and user login only 13% from total users. To explore the business issue, the author conducted a study-related flow inventory (WOLFS) measuring thirteen items measuring absorption, work enjoyment, and intrinsic motivation, which called flow to know work engagement in academic condition. Flow describes when the difficulty of a challenge is too great compared to a user’s skill level; only when the user’s skill level is balanced with the difficulty of the challenge, they enter the state known as flow. The result shows 52% of users’ occurrence flow with the value of absorption (M=3,64), work enjoyment (M=3,99), and intrinsic motivation (M=4,12). The correlation overall flow with studying satisfaction and game mechanic feature perception have a positive correlation, while with product content perception did not have any correlation. The author used the current reality tree (CRT) to know the root cause of an undesirable effect which represent user do not use Sintesis+ and lack of duration using the platform. The root cause is the unclear process of designing engagement features and programs, and the solution is designing gamification using octalysis strategy dashboard. The process of the design consists of setting up business metrics, defining players, creating feedback mechanic, creating the desired action, and setting up incentives. The result shows that Sintesis+ Octalysis Gamification Framework describes white hat gamification, which helps their employees to be engaged in the long run, as well as help the company reach the target in the long run. text |
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Manajemen umum Dwijaputra, Junialdi GAMIFICATION DESIGN FOR LEARNING MANAGEMENT SYSTEM AT PT BERAU COAL |
description |
Sintesis + is a Berau Coal Learning Management System platform that was developed by the
Health Safety and Environment Certification and Training Department as part of PT Berau Coal’s
functional strategy to improve people’s development-related HSE competency. The business issue
found at this research is the engagement problem, which represents low returning visitor
percentage, low average time per session, the high bounce rate, and user login only 13% from total
users. To explore the business issue, the author conducted a study-related flow inventory (WOLFS)
measuring thirteen items measuring absorption, work enjoyment, and intrinsic motivation,
which called flow to know work engagement in academic condition. Flow describes when the
difficulty of a challenge is too great compared to a user’s skill level; only when the user’s skill
level is balanced with the difficulty of the challenge, they enter the state known as flow. The result
shows 52% of users’ occurrence flow with the value of absorption (M=3,64), work enjoyment
(M=3,99), and intrinsic motivation (M=4,12). The correlation overall flow with studying
satisfaction and game mechanic feature perception have a positive correlation, while with product
content perception did not have any correlation. The author used the current reality tree (CRT) to
know the root cause of an undesirable effect which represent user do not use Sintesis+ and lack of
duration using the platform. The root cause is the unclear process of designing engagement features
and programs, and the solution is designing gamification using octalysis strategy dashboard. The
process of the design consists of setting up business metrics, defining players, creating feedback
mechanic, creating the desired action, and setting up incentives. The result shows that Sintesis+
Octalysis Gamification Framework describes white hat gamification, which helps their employees
to be engaged in the long run, as well as help the company reach the target in the long run. |
format |
Theses |
author |
Dwijaputra, Junialdi |
author_facet |
Dwijaputra, Junialdi |
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Dwijaputra, Junialdi |
title |
GAMIFICATION DESIGN FOR LEARNING MANAGEMENT SYSTEM AT PT BERAU COAL |
title_short |
GAMIFICATION DESIGN FOR LEARNING MANAGEMENT SYSTEM AT PT BERAU COAL |
title_full |
GAMIFICATION DESIGN FOR LEARNING MANAGEMENT SYSTEM AT PT BERAU COAL |
title_fullStr |
GAMIFICATION DESIGN FOR LEARNING MANAGEMENT SYSTEM AT PT BERAU COAL |
title_full_unstemmed |
GAMIFICATION DESIGN FOR LEARNING MANAGEMENT SYSTEM AT PT BERAU COAL |
title_sort |
gamification design for learning management system at pt berau coal |
url |
https://digilib.itb.ac.id/gdl/view/50154 |
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