Java programming language is rated as the second most active language in the world based on GitHub active repository statistic. Meanwhile, many university students are found lack interest to learn Java. Many researches have shown the positive impact of gamification in many areas of life, include education and learning. The purpose of this study is to design and build an application to learn java programming language with gamification in mind. We use Octalysis Gamification Framework to design the usage of game mechanics in the application. The application was tested on second year students to learn Java for the first half semester and evaluated using the Unified Theory of Acceptance and Use of Technology (UTAUT) Model and get the result of 74.27% agree that the application is well accepted by the students.
Index Terms—gamification; java programming language; octalysis gamification framework
In a state where games and their elements have been extensively used not only for pleasure but also for other purposes, gamification still has some pros and cons about its definition, which might influence people's decisions on their game-related strategies to improve their performance. This work tries to define gamification by using lexical meaning approach as the starting point and viewing it from a process viewpoint. Lexical meaning approach interprets gamification as a process or a product of the process. From this perspective, gamification can be viewed as a process that adds certain characteristics to an object that makes the object different from its previous condition and feasible to be formalized. Furthermore, the resulting definition is tested by comparing it to other existing gamification definitions and the understanding that constructs the definition is used as the foundation to explain the differences between gamification and serious games. This paper then defines gamification as a process that integrates game elements into gameless objects in order to have gameful characteristics. There will be a situation where gamification will produce a state of gameful reality: a situation in the real world where people can feel the significant presence of gamefulness in their daily life.
Inabay is a small business that provides various types of products from stationery to food supplements which are distributed through dropship mechanism. The transaction process with drop shippers are still carried out conventionally with a large number of drop shippers/resellers, causes resellers unable to monitor product stock in real-time. Therefore, Inabay develops a web-based e-commerce application that can be used by resellers to make purchases of goods and monitor the movement of stock quantities. The application development process adapts the Rapid Application Development method and uses the PHP programming language with Laravel framework and MariaDB database. User acceptance of the application is evaluated using the Technology Acceptance Model with the results of 88% perceived ease of use and 96% perceived usefulness.
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