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...

Full description

Saved in:
Bibliographic Details
Main Author: Dwijaputra, Junialdi
Format: Theses
Language:Indonesia
Subjects:
Online Access:https://digilib.itb.ac.id/gdl/view/50154
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:50154
spelling 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
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
topic Manajemen umum
spellingShingle 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
author_sort 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
_version_ 1822928378041204736