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Journal : JOIV : International Journal on Informatics Visualization

Strategic Recommendations in Increasing Gen Z User Engagement towards Gamification Elements with Fuzzy AHP and Octalysis Approaches Marisa, Fitri; Istiadi, -; Ahmad, Sharifah Sakinah Syed; Handajani, Endah Tri Esti; NoerTjahyana, Agustinus; Maukar, Anastasia L
JOIV : International Journal on Informatics Visualization Vol 9, No 6 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.6.3324

Abstract

Generation Z (Gen Z), often referred to as the "digital native" generation, interacts extensively with digital technology and social media. E-commerce companies need to adopt the right strategies, such as gamification, to increase user engagement among Gen Z. However, there is limited research evaluating which gamification elements are most effective in engaging Gen Z users. This study addresses this gap by identifying the most impactful gamification elements that enhance Gen Z user engagement and providing strategic recommendations for e-commerce designers and developers. Using the Fuzzy AHP method and Octalysis approach, this study evaluates five gamification elements: Point, Reward, Referral, Leaderboard, and Level across four key parameters: Motivation, Engagement, User Experience, and Retention. The Fuzzy AHP results indicate that the "Reward" element ranks highest with a score of 1.0, followed by "Level" with a score of 0.829. "Leaderboard" comes in third with a score of 0.669, while "Point" and "Referral" score 0.606 and 0.220, respectively. The low score of "Referral" suggests its limited effectiveness in fostering social connectedness among Gen Z users. The Octalysis analysis reveals that "Reward" has the most significant influence on core drives such as "Development and Accomplishment" and "Scarcity and Impatience," with an average score of 7.25, followed by "Level" with a score of 7.125. These findings underscore the importance of prioritizing "Reward" and "Level" to optimize user engagement for Gen Z. The practical implications of this study suggest that e-commerce platforms should integrate these gamification elements to create more engaging and interactive shopping experiences for Gen Z users, aligning with their preferences and motivations.
Comparison of Machine Learning as an Inference Engine to Improve Expert Systems in Dengue Disease Istiadi, -; Marisa, Fitri; Joegijantoro, Rudy; Suksmawati, Affi Nizar; Rahman, Aviv Yuniar
JOIV : International Journal on Informatics Visualization Vol 9, No 3 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.3.3192

Abstract

Dengue disease remains a significant public health challenge in tropical and subtropical regions, with rising incidence and mortality rates over the past few decades. While expert systems have been developed for early detection, traditional approaches often rely on rigid rule-based inference engines, which are limited by their dependence on expert-defined structures and lack adaptability to evolving knowledge sources. This study introduces a novel approach to enhance the flexibility and adaptability of expert systems by integrating machine learning (ML) techniques into the inference engine, leveraging the growing availability of medical record data as a dynamic knowledge source. Using a dataset of 90 medical records, balanced to 126 items via the Synthetic Minority Over-sampling Technique (SMOTE), we evaluated the performance of multiple ML algorithms, including Decision Trees (DT), Support Vector Machines (SVM), and Artificial Neural Networks (ANN), against traditional models like Naive Bayes (NB) and K-Nearest Neighbors (KNN). The DT, SVM, and ANN models demonstrated exceptional performance, achieving average accuracy, precision, recall, and F1 scores of 97.73%, 98.33%, 97.22%, and 97.41%, respectively. The key innovation of this research lies in developing an adaptive inference engine that can dynamically learn from medical data, reducing reliance on static rule bases and enabling the expert system to evolve with new knowledge. This approach improves diagnostic accuracy and provides a scalable and flexible framework for addressing other infectious diseases. By bridging the gap between expert systems and machine learning, this study paves the way for more intelligent, data-driven healthcare solutions with significant implications for public health and disease management.
User Motivation Level Analysis of SME Collaboration Gamification Marisa, Fitri; Uda, Tonich; Maukar, Anastasia Lidya; Andarwati, Mardiana; Wardhani, Arie Restu; Handini, Mia
JOIV : International Journal on Informatics Visualization Vol 6, No 3 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.3.791

Abstract

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.
Co-Authors Addian Nur Rijal Agustinus Noertjahyana Ahmad, Sharifah Sakinah Syed Akbar, Ismail Ali muhajir, Ali Alifia Nandira Maharani Anastasia Lidya Maukar Andy Hardianto Anik Vega Vitianingsih Anjani, Sofia Puspa Araujo, Aprilio Demetrius De Arie Restu Wardhani Arisanti, Diah Aviv Yuniar Rahman Badrussalam, Nanda Baehaqi Bagas Imadani Putra, Alif Bambang Amir Alhakim Bura, Audyel Umbu Chatarina Umbul Wahyuni Christine Ulina Tarigan Conteh, Alusine Dahlia Denny Bernardus Dewa Oka Suparwata Dini Kristianti, Dini Domingos Sinorio de Araujo, Domingos Dwi Fita Heriyawati Dwi Purnomo Efendi, Dedi Usman Elok Novita Fahmi, Muchammad Alvi Nur Fatmawati, Amelia Firman Hidayat Firman Nurdiyansyah Firman Nurdiyansyah, Firman Hajar Mukaromah Handajani, Endah Tri Esti Handini, Mia Hardiyanto, Andy Haryanto, Kurniawan Wahyu Ika Pranita Siregar Imran, Hamzah Al Indah Dwi Mumpuni Indra Dharma Wijaya, Indra Dharma Istiadi jauhar, afif Judijanto, Loso Khamaludin, Khamaludin KRISTIAWAN KRISTIAWAN Kushariyadi Kushariyadi Ladopurab, Bartolomeus Wadan Larasati, Isbalaikana Luruk, Maria Ovalia Mahmudin Mahmudin, Mahmudin Mardiana Andarwati Margaret Stevani Marilaeta Nurak, Yulita Maukar, Anastasia Maukar, Anastasia L Maukar, Anastasya Lidya Mausa Agrevinna Meidy Diliana Agustin Nahak, Redemtus Neno, Adi nisti, Melita Nova Ch. Mamuaya NURDIANSYAH, FIRMAN Nurfitri, Indah Karminia Pradana, Teguh Pramisela, Intan Yosa Pramudita, Atanasia Purnamasari, Putri Indah Puspitarini, Erri Wahyu Putra, Dimas Rossiawan Hendra Putra, Rangga Pahlevi Putri, Avira Maresa Putri, Chauliyah Fatma Putri, Jessica Ananda Rivaldiknas Gampar, Philipus Rizal, Moch Arif Samsul Rochmawati, Sofi Nur Rosario, Maria Madalena Do Rudy Joegijantoro, Rudy Salmanarrizqie, Ageng Sidi, Husri Slamet Riyadi, Slamet Riyadi Sofyan Rachma Danni, Muhammad Sufa, Siska Armawati Sufianto, Dani Suksmawati, Affi Nizar Uda, Tonich Ulfah Rahamawati, Ulya Un, Fransiskus Deni Wahyu Iriananda, Syahroni Warda Indadihayati Wardianto, Wardianto Wijaya, Indra Darma Yudi Kristyawan, Yudi Zangana, Hewa Majeed