STIS Society : Aplikasi Web Forum Diskusi Berbasis Gamifikasi

Authors

  • Ahmad Faqih Pratama Politeknik Statistika STIS
  • Ibnu Santoso Politeknik Statistika STIS

DOI:

https://doi.org/10.26418/justin.v12i4.81732

Keywords:

Forum, User Engagement, Gamifikasi

Abstract

Kemajuan teknologi informasi menciptakan peluang yang cukup besar dalam peningkatan komunikasi dan kolaborasi antar sivitas akademika di Polstat STIS. Namun, dalam lingkup tersebut, masih terdapat dinamika komunikasi dan kolaborasi yang perlu diperhatikan. Berdasarkan hasil survei pendahuluan yang dilakukan, pengembangan sistem forum diskusi terbuka di Polstat STIS menjadi sebuah langkah yang relevan. Meskipun begitu, meningkatkan kontribusi pengguna dalam sistem merupakan hal yang cukup menantang. Oleh karena itu, penerapan unsur gamifikasi ke dalam sistem menjadi salah satu ide yang cukup menarik. Metode pengembangan sistem yang digunakan dalam penelitian ini adalah Rapid Application Development (RAD). Sistem dibangun dengan menggunakan full-stack framework TALL. Beberapa teknik pengujian yang dilakukan antara lain black-box testing, uji kuesioner System Usability Scale (SUS), uji kuesioner User Engagement Scale (UES), serta pengujian performa sistem. Berdasarkan hasil pengujian, fungsionalitas sistem telah berjalan dengan baik serta memberikan pengalaman pengguna yang baik.

Author Biographies

Ahmad Faqih Pratama, Politeknik Statistika STIS

Program Studi Komputasi Statistik

Ibnu Santoso, Politeknik Statistika STIS

Program Studi Komputasi Statistik

References

B. Indrawati, “Tantangan dan Peluang Pendidikan Tinggi Dalam Masa dan Pasca Pandemi Covid-19,†J. Kaji. Ilm., vol. 1, no. 1, pp. 39–48, 2020, doi: 10.31599/jki.v1i1.261.

T. Gonzalez et al., “Influence of COVID-19 confinement on students’ performance in higher education,†PLoS One, vol. 15, no. 10 October, pp. 1–23, 2020, doi: 10.1371/journal.pone.0239490.

D. Vlachopoulos and A. Makri, “Online communication and interaction in distance higher education: A framework study of good practice,†Int. Rev. Educ., vol. 65, no. 4, pp. 605–632, 2019, doi: 10.1007/s11159-019-09792-3.

N. Hernández-Sellés, Pablo-César Muñoz-Carril, and M. González-Sanmamed, “Computer-supported collaborative learning: An analysis of the relationship between interaction, emotional support and online collaborative tools,†Comput. Educ., vol. 138, no. February, pp. 1–12, 2019, doi: 10.1016/j.compedu.2019.04.012.

M. Graham and H. Scarborough, “Computer mediated communication and collaborative learning in an undergraduate distance education environment,†Australas. J. Educ. Technol., vol. 15, no. 1, pp. 20–46, 1999, doi: 10.14742/ajet.1845.

Undang-undang (UU) Nomor 12 Tahun 2012 tentang Pendidikan Tinggi. 2012.

Peraturan Direktur Politeknik Statistika STIS Nomor 003 Tahun 2020. 2020.

F. Gao, T. Zhang, and T. Franklin, “Designing asynchronous online discussion environments: Recent progress and possible future directions,†Br. J. Educ. Technol., vol. 44, no. 3, pp. 469–483, 2013, doi: 10.1111/j.1467-8535.2012.01330.x.

J. Liu, X. Zhang, F. Meng, and K. hung Lai, “Deploying gamification to engage physicians in an online health community: An operational paradox,†Int. J. Prod. Econ., vol. 228, no. May, p. 107847, 2020, doi: 10.1016/j.ijpe.2020.107847.

S.-C. Hu and I.-C. Chen, “A Gamified Online Forum Inspiring Group Intelligence Distillation for Policy Making,†Comput. Intell. 6th Int. Conf. ICSI 2015, vol. 9141, pp. 423–430, 2015, doi: 10.1007/978-3-319-20472-7.

L. Chen, A. Baird, and D. W. Straub, “Why do users participate in online communities? The effect of motivational affordances, comments, and peer contribution on continuance,†Am. Conf. Inf. Syst. 2018 Digit. Disruption, AMCIS 2018, pp. 1–5, 2018.

C. W. Phang, A. Kankanhalli, and B. C. Y. Tan, “What motivates contributors vs. lurkers? An investigation of online feedback forums,†Inf. Syst. Res., vol. 26, no. 4, pp. 773–792, 2015, doi: 10.1287/isre.2015.0599.

B. Nonnecke and J. Preece, “Lurker demographics: Counting the silent,†Conf. Hum. Factors Comput. Syst. - Proc., no. May, pp. 73–80, 2000, doi: 10.1145/332040.332409.

S. K. Bista, S. Nepal, C. Paris, and N. Colineau, “Gamification for online communities: A case study for delivering government services,†Int. J. Coop. Inf. Syst., vol. 23, no. 2, pp. 1–25, 2014, doi: 10.1142/S0218843014410020.

F. Marisa, T. M. Akhriza, A. L. Maukar, and A. R. Wardhani, “Gamifikasi (Konsep dan Penerapan),†vol. 3, no. 28, pp. 219–228, 2022.

J. Hamari, “Do badges increase user activity? A field experiment on the effects of gamification,†Comput. Human Behav., vol. 71, pp. 469–478, 2017, doi: 10.1016/j.chb.2015.03.036.

L. Ding, “Applying gamifications to asynchronous online discussions: A mixed methods study,†Comput. Human Behav., vol. 91, pp. 1–11, 2019, doi: 10.1016/j.chb.2018.09.022.

H. Cavusoglu, Z. Li, and K. W. Huang, “Can gamification motivate voluntary contributions? The case of StackOverflow Q&A community,†Proc. ACM Conf. Comput. Support. Coop. Work. CSCW, vol. 2015-Janua, pp. 171–174, 2015, doi: 10.1145/2685553.2698999.

J. L. Whitten and L. D. Bentley, System Analysis and Design Methods 7th Edition. 2007.

K. E. Kendall and J. E. Kendall, System Analysis and Design 8th Edition. 2011.

B. Huang and K. F. Hew, “Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts,†Comput. Educ., vol. 125, pp. 254–272, 2018, doi: 10.1016/j.compedu.2018.06.018.

A. Azis, R. S. Nuzulismah, D. I. Sensuse, R. R. Suryono, and Kautsarina, “Using Gamification and Andragogy Principle in Mobile Online Discussion to Improve User Engagement,†Proceeding - 2021 2nd Int. Conf. ICT Rural Dev. IC-ICTRuDev 2021, 2021, doi: 10.1109/IC-ICTRuDev50538.2021.9656510.

Downloads

Additional Files

Published

2024-11-02

Issue

Section

Articles