Arta Moro Sundjaja, Arta Moro
School of Information Systems, Bina Nusantara University Jln. K. H. Syahdan No. 9, Jakarta 11480, Indonesia

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Journal : Media Jurnal Informatika

Smart Tax – The Concept of Gamification, Board Game & Metaverse Inside Tax Profiling To Make Taxpayers Comfortable Novianto, Sendi; Gamayanto, Indra; Sundjaja, Arta Moro; Mailangkay, Adele B L
Media Jurnal Informatika Vol 16, No 2 (2024): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v16i2.4705

Abstract

Tax is one of the essential pillars in the development of a country, where taxes can have a positive impact on changing people's lives. This research will focus on how gamification, board games, and metaverse can increase the ease of paying taxes, create a more effective and efficient organizational structure to generate business for state financial institutions, implement tax incentives appropriately, and provide fair solutions for taxpayers. Convenience for the community is an essential focus in this research because it is a fundamental thing that must be built and implemented so that when paying taxes, people feel that it is no longer an obligation but a lifestyle. Furthermore, applying technology such as gamification, board games, and metaverse will improve services to the community. Several concepts, such as building a business in a financial institution, will generate profits for the country. Finally, after these things can be implemented, institutions can provide right-on-target incentives to the community that really should get them, including incentives that fall into the correct category. The results of this study are a framework for compiling a smart tax profile (level of maturity in compiling a tax profile) that combines all types of incentives to be used as essential guidelines and applied in the long term. In this conceptual research, gamification is a link with taxpayers to make it more interesting and increase positive bonds; board games are game boards that are useful for carrying out manual simulations by sitting together and discussing, while metaverse and AI can be used for tax simulations so that taxpayers can understand more deeply about taxes.
The Eleven Stages of University: How to Implement A Combination of Gamification-Board game-Metaverse-AI Gamayanto, Indra; Sundjaja, Arta Moro; Mailangkay, Adele B L; Sirait, Tamsir Hasudungan
Media Jurnal Informatika Vol 16, No 2 (2024): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v16i2.4701

Abstract

AbstractTechnology is developing rapidly, and we need significant changes. One of them is the University. Universities are one of the pillars of the Country's progress, but not only this, the most basic level of education, from elementary school to higher levels, requires change. If we do not change and open our minds and eyes to change, we will not be able to deal with this long-term. Therefore, this concept research was done, and one of the most important reasons is "a significant change in all the ways we educate." This research is a development of the concept of the seven stages of maturity level inside a University, which is the basis for developing the next idea, namely the new average University, which consists of eight stages. In researching this concept, we will go through eleven stages, starting from gamification (step nine), board game (step ten), and metaverse (stage eleven).Further research has continued. There is still the final stage to complete this concept, which we will make after this research is thorough. The results of this study are the framework and the maturity level of University Profiling 2.0, which will become the basis for implementing gamification, board games, and metaverse in universities. They can even be applied in the most basic and advanced education. Remember: Change can only occur when human resources, habits/culture, and information technology/infrastructure are ready. We must keep these three things separate in building a high-quality education. Keywords: University, Education, Metaverse, Gamification, Board GameAbstrakTeknologi berkembang dengan pesat, dan kita membutuhkan perubahan yang signifikan. Salah satunya adalah Universitas. Universitas merupakan salah satu pilar kemajuan Negara, namun tidak hanya itu, jenjang pendidikan paling dasar, dari sekolah dasar hingga jenjang yang lebih tinggi, juga memerlukan perubahan. Jika kita tidak berubah dan membuka pikiran serta mata kita untuk perubahan, kita tidak akan mampu menghadapinya dalam jangka panjang. Oleh karena itu, penelitian konsep ini dilakukan, dan salah satu alasan terpentingnya adalah "perubahan yang signifikan dalam semua cara kita mendidik." Penelitian ini merupakan pengembangan dari konsep tujuh tahap tingkat kematangan dalam sebuah Universitas, yang menjadi dasar untuk mengembangkan gagasan selanjutnya, yaitu Universitas rata-rata baru, yang terdiri dari delapan tahap. Dalam meneliti konsep ini, kita akan melalui sebelas tahap, mulai dari gamifikasi (tahap kesembilan), permainan papan (tahap kesepuluh), dan metaverse (tahap kesebelas). Penelitian lebih lanjut terus dilakukan. Masih ada tahap akhir untuk melengkapi konsep ini, yang akan kita buat setelah penelitian ini tuntas. Hasil dari penelitian ini adalah kerangka kerja dan tingkat kematangan University Profiling 2.0 yang akan menjadi dasar penerapan gamifikasi, permainan papan, dan metaverse di perguruan tinggi. Bahkan, dapat diterapkan di jenjang pendidikan paling dasar dan tingkat lanjut. Ingat: Perubahan hanya dapat terjadi jika sumber daya manusia, kebiasaan/budaya, dan teknologi/infrastruktur informasi telah siap. Ketiga hal ini harus kita pisahkan dalam membangun pendidikan yang bermutu. Kata kunci:  Universitas, Pendidikan, Metaverse-AI, Gamifikasi, Permainan Papan