Claim Missing Document
Check
Articles

Found 4 Documents
Search

Integrating gamification to increase users’ engagement to adhere COVID-19 interventions using extended TAM Afiq Kalana, Mohd Hazim; Junaini, Syahrul Nizam; Jali, Suriati Khartini; Rosmansyah, Yusep; Putri, Atina; Kamal, Ahmad Alif
Indonesian Journal of Electrical Engineering and Computer Science Vol 38, No 3: June 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v38.i3.pp1936-1945

Abstract

Gamification has shown potential for enhancing motivation and engagement, yet its effectiveness in promoting adherence to COVID-19 preventive measures remains underexplored. With decreasing public attentiveness, this study examines the role of gamification in encouraging compliance with health protocols through an extended technology acceptance model (TAM) and structural equation modeling (SEM). A gamified mobile application was developed, incorporating features such as points, badges, and progress tracking, and was designed to appeal to younger audiences. Data collected from 150 secondary school students in Sarawak, Malaysia, indicated that perceived usefulness, perceived ease of use, and attitude toward the app significantly influenced engagement with COVID-19 preventive measures. Among these factors, perceived usefulness demonstrated the strongest effect on engagement (β = 0.424, t = 4.812, p < 0.001). The findings highlight the potential of gamification to enhance compliance with COVID-19 protocols.
Feedback System in Educational Games: A Systematic Literature Review Sudyana, Aditya; Putri, Atina; Rosmansyah, Yusep
Jurnal Pendidikan Indonesia Vol. 5 No. 7 (2024): Jurnal Pendidikan Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v5i7.3059

Abstract

The presence of a feedback system is a key factor in maintaining individuals' engagement in educational games. This system aims to enhance player motivation and active participation in educational games. In addition, the feedback system can improve the players' learning outcomes by augmenting their knowledge. Nevertheless, there remains a lack of comprehensive research in the field of feedback systems in educational games, leading to an inadequate comprehension of how to construct a proficient feedback system that can more effectively accomplish the objectives of educational games. The overview of feedback systems in educational games is frequently scattered and fragmented, making it challenging to figure out which educational games incorporate such systems. This research not only improves the comprehension of the feedback system in educational games but also addresses an important gap in the existing literature. The aim of this study is to conduct an extensive and systematic review of the existing literature on feedback systems in educational games. This review is based on 36 relevant journal articles published from 2019 to 2023. This research examines the patterns in the utilization of feedback systems in educational games, including the technologies employed to build these systems, the educational domains studied, and the types of products developed through the creation of educational games. In this study, the discussion also includes the design techniques and methods for feedback systems. This text discusses the utilization feedback types as well as the algorithms used to analyze the feedback systems. The text thoroughly discusses the comprehensive selection of feedback components to be delivered as mediums for player feedback. In this paper, we will clarify the impact of using feedback systems in educational games on the players. This study greatly contributes to the progress of learning conducted through educational games.
Membangun Kepercayaan terhadap Sistem Pendukung Pendidikan berbasis Kecerdasan Buatan: Sebuah Review Naratif Herdiani, Anisa; Mahayana, Dimitri; Rosmansyah, Yusep
Jurnal Sosioteknologi Vol. 23 No. 1 (2024): MARCH 2024
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2024.23.1.6

Abstract

A primary challenge associated with the implementation of educational support systems is the establishment of student trust in the systems themselves. Trust is a critical factor in the acceptance and use of AI-enabled systems, as it reduces uncertainty and the perception of risk associated with new technology adoption. A literature review of existing studies on trust in AI-based systems is needed to provide a solid foundation for future studies. This research aims to identify gaps in the literature regarding the establishment of user trust in AI-based educational systems by exploring the criteria of trust and the challenges of building trust in AI systems. A narrative review of the literature is conducted to synthesize the findings of selected articles, covering (1) fundamental principles of trust and the process of establishing trust in non-human entities; (2) technical issues relating to explainable AI; (3) the utilization of explainable AI to facilitate decision-making; and (4) the use of AI systems in facilitating educational activities and its influence. This article summarizes trust criteria, including reliance, transparency, affectiveness, integrity, consistency, fairness, accountability, security, and usability. Building trust in AI systems involves addressing technical, ethical, and societal challenges to ensure the responsible and beneficial use of AI for individuals and society.
Historical Analysis of Interactive Gamification Research: A Literature Review with Kuhn and Lakatos’ Approaches Firmansyah, Feri Hidayatullah; Rosmansyah, Yusep; Mahayana, Dimitri
Jurnal Filsafat "WISDOM" Vol 34, No 1 (2024)
Publisher : Fakultas Filsafat, Universitas Gadjah Mada Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jf.84610

Abstract

This literature review provides an analysis of the historical development and theoretical frameworks put forth by notable philosophers such as Thomas Kuhn and Imre Lakatos in the field of interactive gamification research. By examining the contributions and perspectives of these influential figures, the authors aimed to enhance our understanding of the evolution of gamification as a research area. This review serves as a valuable resource for individuals interested in delving deeper into the concept of gamification in interactive research. Furthermore, it offers a collection of references that can be explored in the initial stages of gamification research. By studying the works of influential philosophers such as Thomas Kuhn and Imre Lakatos, researchers can gain valuable insights into the evolution of gamification  research and its theoretical underpinnings.. Kuhn's concept of paradigm shifts and Lakatos's ideas on research programs provide researchers with a framework to understand the progression of ideas and theories within the field.