This research discusses the concept of gamification science in the study of literature. The concepts discussed include the basic concepts of gamification based on the opinions of the researchers and presented graphs of the trends in the application of gamification in several fields during the 2015-2019 period. Four gamification models are also described by explaining the basic concepts, ways of working, and the best models currently based on the literature reviewed in this article. Some elements of gamification are explained in two categories based on the study of literature involved. Gamification research has been described as information for the development of gamification which can also be combined with other to produce targeted solutions is to increase user retention.
Kurangnya pelatihan dan tidak ada teknologi tepat guna yang berdampak pada pemberdayaan pengrajin batik. Masalahnya adalah bagaimana pengaruh pelatihan dan teknologi tepat guna bagi pemberdayaan pengrajin batik?. Desain penelitian menggunakan penelitian survei dengan sampel dan kuesioner sebagai sarana pengumpulan data. Manajer dan pengrajin batik yang melaksanakan pelatihan dan penerapan teknologi tepat guna adalah 32 orang sebagai sampel sehingga penelitian ini merupakan penelitian sensus. Hasil dari penelitian ini adalah pelatihan dan teknologi yang tepat untuk mempengaruhi pemberdayaan perajin batik melalui kegiatan kelompok batik dan dilatih melalui program pemberdayaan batik dan penerapan teknologi tepat guna sehingga dapat meningkatkan kuantitas produksi dan kualitas produk.
The increase in the number of creative industry entrepreneurs on the scale of UMKMs in Indonesia must be supported by several factors so that these businesses can develop. These factors range from business conditions, environment, facilities, and infrastructure, to technology. In terms of the use of technology, UMKM business actors can use it in various fields including the procurement of raw materials, the production process to the marketing and promotion stages of the products produced. This analysis aims to determine the weight the importance of the criteria to create an element of UMKM sales volume. In addition, it also helps UMKM actors in making decisions in choosing and using which alternative best suits their needs. Based on the results of the analysis of this study, it can be concluded that alternative social media is a priority criterion in increasing the sales volume of UMKM actors. Based on the overall average weight value, the alternative for social media is to expand the market by increasing the intensity of promotions with various social media. Such as WhatsApp Business, Instagram, Facebook, YouTube, and others to increase product sales for UMKM actors.
One of the problems of SME is the low motivation to collaborate; the lack of research on exploring the motivation to collaborate is an issue that needs to be focused on solving. Objectives. This research aims to explore the level and type of motivation that influences SME's interest in collaborating to provide new insights for SME managers to apply appropriate treatment in developing collaborative activities. This study analyses six octalysis core drives that affect user interest in the use of SME collaboration gamification applications involving 293 SME respondents in the East Java Province. The research method is descriptive and quantitative, using Smart PLS, with a path analysis and analysis model. This study formulates six hypotheses to determine the effect of six core drives on using the collaborative gamification system. The results showed that the four constructs had a p-value less than 0.05 and a T-Statistic value greater than 1.96, while the other two constructs produced the opposite value. This finding reveals that four core drives (Epic Meaning, Development, Social Influence, and Avoidance) affect user interest in using collaborative gamification applications. In contrast, two core drives (Ownership and Unpredictable) do not affect it. The implication of this study is a recommendation for developers of collaboration-gamification systems to consider the results of this hypothesis, especially the role of core-drive catalysis as a reference in revising or developing collaborative gamification systems. Future work could apply the TAM model to analyze the technology acceptance rate of this system.
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