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Journal : Engineering, Mathematics and Computer Science Journal (EMACS)

Gamification for Increasing Learning Motivation of College Student Agnes Kurniati; Francisco Maruli Panggabean; Nadia Nadia; Thomas Galih Satria
Engineering, MAthematics and Computer Science (EMACS) Journal Vol. 3 No. 1 (2021): EMACS
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/emacsjournal.v3i1.6843

Abstract

The purpose of this research is to build an attractive gamification system that could motivate college students as the user target by customized challenges with adjustable difficulty-scaled reward systems. The methods used for the research consists of problem identification, collecting and analyzing the data, problem formulation, solution and design creation, product implementation, and evaluation. StudyGO is a mobile application that has 2 main features that have gamification aspects which are focused and scheduled study. The application evaluation is done with questionnaire evaluation based on 5 measurable human factors. The majority results from the application feels very motivated and rewarded enough from this gamification system.
Enhancing Flood Disaster Preparedness Through Virtual Reality: A VR-based Flood Simulator Game Francisco Maruli Panggabean
Engineering, MAthematics and Computer Science (EMACS) Journal Vol. 5 No. 2 (2023): EMACS
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/emacsjournal.v5i2.9988

Abstract

This research focuses on the use of virtual reality (VR) technology to increase user preparedness for flood disasters. This study aims to develop a VR-based flood simulation that provides users with immersive flood disaster simulations in line with flood preparedness guidelines. Game application needs are collected through questionnaires and similar application analysis. Evaluation is carried out to assess user needs, user interface (UI), and game effectiveness in increasing flood disaster preparedness. The evaluation was carried out by involving users who live in flood-prone areas, asking them to play a VR flood simulator game and filling out a questionnaire. The results show positive user perceptions and an average score increase of 25.38% in the second play session, indicating increased readiness. The VR flood simulator game shows its potential to increase preparedness and knowledge in dealing with flood disasters.