Panca Oktavia Hadi Putra
Universitas Indonesia

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The Application of Game Mechanics and Technological Trend in Game-Based Learning: A Review of the Research Mhd. Adhitiya Okta Riyandi; Harry Budi Santoso; Panca Oktavia Hadi Putra
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 7 No 4 (2023): August 2023
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v7i4.4928

Abstract

The rapid development of information technology affects numerous aspects of human life, including education. An example of an IT application in education is game-based learning. Game-based learning has been implemented in various fields or subjects on various platforms. This is due to the potential of game-based learning to enhance student engagement in the learning process. However, the effectiveness of this method needs to be further studied. This systematic review of the literature aimed to explore the mechanics of games that are applied in current research on game-based learning, accompanied by the trend of technological use in research papers published in this domain. This study covered 30 journal and conference proceedings papers published from 2012-2022. The review was conducted using the Kitchenham method. The selected articles were then analyzed to determine the engagement model used in each paper (Feedback Model, Incentive and achievement model, and Progression Model). Findings included the trend of research in this field (technology applied to each research, on-line feature, study majors/subject) are displayed based on the time paper were published. The study result indicated that all previous research used at least one of the engagement models, with 12 articles using the three models. In terms of technology, it was found that the adoption of web-based technology has been increasing in recent years, including online features that have also increased, along with the study subjects who implemented game-based learning. In summary, game-based learning can be applied in a wide range of subjects and platforms with the support of its characteristic, making learning more flexible.
Factors Influencing the Decline in Use of The Nebengers Application Christine Cecylia Munthe; Panca Oktavia Hadi Putra
Jurnal Sistem Informasi Vol. 21 No. 1 (2025): Jurnal Sistem Informasi (Journal of Information System)
Publisher : Faculty of Computer Science Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21609/jsi.v21i1.1437

Abstract

Nebengers is a popular ride-sharing application that helps many users find traveling companions and reduces the use of private vehicles in several regions in Indonesia. In 2022, there has been an increase in travel requests but a decrease in trip completion; in fact, only twenty-five percent of travel requests have been completed. This research aims to analyze the factors influencing the decline in trip completion in the Nebengers application based on the user's perspective. The identification process was carried out by conducting interviews with guided questions referring to the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) Model and the Systematic Literature Review (SLR) results. Thematic analysis was used to identify factors discovered during the interviews. The results of the thematic analysis are four themes of factors that influence the use of the Nebengers application: Effort Expectancy, Facilitating Conditions, Hedonic Motivation, and Habit.