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Dampak Gamifikasi Tangga Interaktif untuk Mengubah Kebiasaan Manusia Studi Kasus Universitas Multimedia Nusantara Andrey Andoko; Kanisius Karyono; Ellianto Ellianto
Ultima Computing : Jurnal Sistem Komputer Vol 10 No 2 (2018): Ultima Computing : Jurnal Sistem Komputer
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1514.835 KB) | DOI: 10.31937/sk.v10i2.1011

Abstract

Gamifikasi merupakan proses yang ditempuh untuk menambahkan elemen permainan di dalam suatu aktifitas, untuk meningkatkan partisipasi dan kepuasan (user experience/UX). Gamifikasi juga dapat dilakukan untuk mengubah kebiasaan seseorang sehingga dapat dicapai penghematan penggunaan energi dan membuat pengguna lebih sehat. Paper ini membahas dampak pembuatan tangga interaktif dengan unsur gamifikasi berupa tangga yang dapat mengeluarkan suara/musik yang jenisnya dapat dipilih oleh pengguna tangga. Pemilihan suara tersebut disimpan pada basis data sistem dengan memanfaatkan ID yang dientri dengan kartu RFID. Responden penggunanya adalah mahasiswa, dosen dan karyawan yang biasa memanfaatkan tangga dan lift/elevator. Apabila pengguna melewatkan kartu pengenal RFID ke sistem, tangga akan memainkan tangga nada dengan pilihan suara gitar, piano atau saxophone. Tinggi atau rendahnya suara akan tergantung dari posisi anak tangga yang dipijak. Tujuan dari gamifikasi ini adalah mengetahui seberapa besar pengaruh gamifikasi dengan elemen suara. Dari proses studi yang dilakukan dapat diambil kesimpulan bahwa unsur gamifikasi suara yang berupa anak tangga interaktif yang memainkan tangga nada telah menimbulkan keinginan orang untuk mencoba dengan melewati tangga dibandingkan dengan menggunakan lift. Hanya saja hal ini berlangsung singkat karena selanjutnya tidak dapat meningkatkan penggunaan tangga. Dari penelitian ini belum terbukti bahwa gamifikasi dapat memodifikasi perilaku pengguna yang mencari kenyamanan dengan menambahkan elemen gamifikasi berbentuk suara, tanpa menimbulkan keluhan dari pengguna. Pengguna hanya mau menggunakan pada saat awal saja pada saat sistem masih baru karena rasa keingintahuan pengguna, untuk kemudian kembali ke aktifitas atau kenyamanan semula.
Holistic Approach for Creating Environmentally Friendly Campus Andoko, Andrey; Prastomo, Niki
Journal of Sustainability Perspectives Vol 1, No 2: December 2021
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1326.052 KB) | DOI: 10.14710/jsp.2021.11753

Abstract

To achieve an environmentally friendly campus, UMN operates gas engine generator with co-generation system. Waste heat from generator powers absorption chiller for air conditioning. UMN benefits clean energy sources, reduced pollution, and energy saving. The next phases rely on energy consumption reduction by applying passive design. Two towers were designed with double-skin facade. The perforated aluminum panel reduces solar heat gain on the building wall while still allows sunlight into the room for natural lighting. Lower room temperature will reduce cooling load, which will save energy. Combined with energyefficient appliances and natural air ventilation for corridors and open space, this concept saves more than half of energy consumption. Both towers were awarded the first and second winners of ASEAN Energy Award in 2014 and 2019. Various trees have been planted and produce oxygen to supply fresh air to create comfortable studying environment without air conditioning. To reduce carbon footprint, UMN provides shuttle bus and bike-sharing service. A holistic approach is implemented by recycling and conserving water with sewage water treatment and infiltration wells surrounding the campus. As part of the sustainability program, UMN has also utilized solar energy.
Holistic Approach for Creating Environmentally Friendly Campus Andoko, Andrey; Prastomo, Niki
Journal of Sustainability Perspectives Vol 1, No 2: December 2021
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1326.052 KB) | DOI: 10.14710/jsp.2021.11753

Abstract

To achieve an environmentally friendly campus, UMN operates gas engine generator with co-generation system. Waste heat from generator powers absorption chiller for air conditioning. UMN benefits clean energy sources, reduced pollution, and energy saving. The next phases rely on energy consumption reduction by applying passive design. Two towers were designed with double-skin facade. The perforated aluminum panel reduces solar heat gain on the building wall while still allows sunlight into the room for natural lighting. Lower room temperature will reduce cooling load, which will save energy. Combined with energyefficient appliances and natural air ventilation for corridors and open space, this concept saves more than half of energy consumption. Both towers were awarded the first and second winners of ASEAN Energy Award in 2014 and 2019. Various trees have been planted and produce oxygen to supply fresh air to create comfortable studying environment without air conditioning. To reduce carbon footprint, UMN provides shuttle bus and bike-sharing service. A holistic approach is implemented by recycling and conserving water with sewage water treatment and infiltration wells surrounding the campus. As part of the sustainability program, UMN has also utilized solar energy.
Exploring User Experience of an Interactive LMS for Green Entrepreneurship: An Empirical Study of the GEJUR Platform Kurniasari, Florentina; Wiratama, Jansen; Lestari, Elissa Dwi; Andoko, Andrey; Sony E N, Antonius; Fadhlan, Muhammad; Lala, Yohanes Brian Caesaryano; Hakim, Fayed Abdul; Mubarak, Akhmad Zainal
Journal of Applied Data Sciences Vol 6, No 4: December 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i4.1041

Abstract

This article aims to assess the design, development, and User Experience (UX) of GEJUR, a web-based interactive Learning Management System (LMS) designed to foster green entrepreneurship among youth in Nusa Tenggara Timur (NTT), Indonesia. This study defines green entrepreneurship as entrepreneurial activities that combine economic value creation with environmentally responsible practices that promote sustainability in business. This research enhances the domains of Human–Computer Interaction (HCI) and entrepreneurship education by illustrating how user-centered digital platforms may cultivate youth business competencies while promoting the Sustainable Development Goals (SDGs). GEJUR incorporates interactive learning modules, e-mentoring, and specific cultural features like weaved motifs (pola tenun), providing contextual relevance alongside essential LMS functions. A mixed-methods approach was employed, integrating surveys, Focus Group Discussions (FGDs), semi-structured interviews, and usability testing. Quantitative data were gathered via the System Usability Scale (SUS), whilst qualitative data documented user impressions of obstacles and anticipations. The usability evaluation, conducted with 33 individuals, resulted in a mean SUS score of 48.9, which corresponds to approximately 71.9% of the benchmark score of 68. This positions GEJUR beneath the established threshold, classified as having “poor” usability, although it remains functionally workable. Participants effectively accomplished critical tasks including authentication, course access, and quizzes, and offered favorable feedback regarding the system’s cultural integration. The results highlighted critical areas for enhancement, such as interface uniformity, minimization of response times, and more explicit user feedback. The study finds that GEJUR offers a viable yet improvable foundation for digital entrepreneurship training platforms in underprivileged areas. Subsequent study ought to broaden testing to encompass bigger and more heterogeneous user populations and implement sophisticated UX evaluation criteria beyond the SUS. Through iterative refinement, GEJUR can develop into a scalable platform that facilitates youth empowerment, sustainable business practices, and extensive socio-economic advancement.