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The Concepts of Gamification Profiling to Generate Smart City Maturity Level Mapping & Social Profiling (Smart Society) Gamayanto, Indra; Maulana, Herman Try; Sirait, Tamsir Hasudungan; Prasetyo, Lusi Noviani
IJISTECH (International Journal of Information System and Technology) Vol 7, No 2 (2023): The August edition
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v7i2.304

Abstract

Gamification is an extraordinary phenomenon of how we can engage users to understand our Business. Users can get many interesting things from gamification offered by business owners, ranging from games, bonuses, discounts, and many other things that can make users or consumers more loyal and have a close relationship with the Business. This research is developing the concept of innovation profiling, which describes seven types of innovation. Here, gamification is one of the innovations we will discuss. This study divides gamification into three important parts, units that should not be separated. The first part concerns the big picture of gamification profiling and the Formula GMF = P. B2. E2. Ps2.F2. In the second stage, there are four types of gamification- open Gamification (OP), specific Gamification (SG), innovative Gamification (IG), and undeveloped Gamification (UG). The third stage, the final stage, is Business Gamification profiling (BG), Education gamification profiling (EG), Psychology gamification profiling (PG), and Future gamification profiling (FG). This research results in the gamification profiling framework and its application in education as the main case study in implementing this. Furthermore, Smart city and social profiling are two things that cannot separate from each other. Therefore, in building a smart city & social profiling, several important things must be considered, including investors, people, culture, supervision, customers, data, mapping, mentors, capabilities, commercials and leadership. This article will develop Business Model Mapping 101 (Smart City Maturity Level Mapping), an innovation in shaping and producing social profiling. Problems such as implementing smart cities in human resources, technology, and other factors are the main concerns. Therefore, Smart City Maturity Level Mapping is a social profiling development concept that focuses on building something from what the area already has. It is to increase the level of a more stable economy but remain flexible in dealing with certain situations. Furthermore, this article complements the previous article, namely smart city 5.0 (Human resource, Technology, marketing). These three things then developed into Smart City Maturity Level Mapping, which later became social profiling, which is useful for measuring smart cities' performance and implementation in a more structured, systematic and detailed manner in terms of profiles. The final result is the maturity level to measure a smart city's performance, which also connected to the defender, extender, dodger, contender.
The Concepts of Gamification Profiling to Generate Smart City Maturity Level Mapping & Social Profiling (Smart Society) Gamayanto, Indra; Maulana, Herman Try; Sirait, Tamsir Hasudungan; Prasetyo, Lusi Noviani
IJISTECH (International Journal of Information System and Technology) Vol 7, No 2 (2023): The August edition
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v7i2.304

Abstract

Gamification is an extraordinary phenomenon of how we can engage users to understand our Business. Users can get many interesting things from gamification offered by business owners, ranging from games, bonuses, discounts, and many other things that can make users or consumers more loyal and have a close relationship with the Business. This research is developing the concept of innovation profiling, which describes seven types of innovation. Here, gamification is one of the innovations we will discuss. This study divides gamification into three important parts, units that should not be separated. The first part concerns the big picture of gamification profiling and the Formula GMF = P. B2. E2. Ps2.F2. In the second stage, there are four types of gamification- open Gamification (OP), specific Gamification (SG), innovative Gamification (IG), and undeveloped Gamification (UG). The third stage, the final stage, is Business Gamification profiling (BG), Education gamification profiling (EG), Psychology gamification profiling (PG), and Future gamification profiling (FG). This research results in the gamification profiling framework and its application in education as the main case study in implementing this. Furthermore, Smart city and social profiling are two things that cannot separate from each other. Therefore, in building a smart city & social profiling, several important things must be considered, including investors, people, culture, supervision, customers, data, mapping, mentors, capabilities, commercials and leadership. This article will develop Business Model Mapping 101 (Smart City Maturity Level Mapping), an innovation in shaping and producing social profiling. Problems such as implementing smart cities in human resources, technology, and other factors are the main concerns. Therefore, Smart City Maturity Level Mapping is a social profiling development concept that focuses on building something from what the area already has. It is to increase the level of a more stable economy but remain flexible in dealing with certain situations. Furthermore, this article complements the previous article, namely smart city 5.0 (Human resource, Technology, marketing). These three things then developed into Smart City Maturity Level Mapping, which later became social profiling, which is useful for measuring smart cities' performance and implementation in a more structured, systematic and detailed manner in terms of profiles. The final result is the maturity level to measure a smart city's performance, which also connected to the defender, extender, dodger, contender.
Pelatihan Game Profiling Dan Board Game Di SMA Negeri 3 Semarang, PKBM Bina Karya & SMA Masehi 1 Gamayanto, Indra; Wibowo, Sasono; Novianto, Sendi; Zami, Farrikh Al; Sundjaja, Arta Moro; Sirait, Tamsir Hasudungan; Prasetyo, Lusi Noviani
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 7, No 3 (2024): SEPTEMBER 2024
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v7i3.2357

Abstract

Game merupakan sesuatu yang menarik karena di dalamnya terdapat banyak sekali pola permainan yang dapat meningkatkan kreativitas. Di dalam game akan mendidik siswa untuk dapat menjadi lebih tertarik dalam bermain. Oleh karena itu, di dalam pengabdian masyarakat ini, kami menghadirkan pelatihan game profiling dan board game untuk dapat menghasilkan peningkatan kompetensi yang signifikan terutama di dalam menghadapi globalisasi saat ini. Game akan dapat mengubah persepsi dan cara kita dalam memecahkan sebuah masalah dan di dalamnya, kita akan mendapatkan banyak manfaat. Tetapi perlu dipahami di dalam game, kita tetap harus memiliki batas tertentu sehingga tidak menjadi ketagihan, tetapi menggunakan game sebagai sarana dalam meningkatkan kemampuan dalam memecahkan masalah. pengabdian masyarakat ini juga merupakan sebuah mega proyek, dimana penerapan ini membutuhkan jangka panjang dan berkelanjutan sehingga siswa akan mendapatkan banyak manfaat dan akan dapat menghasilkan sesuatu yang bersifat advanced terutama di dalam peningkatan daya logika, kreativitas dan perubahan di dalam paradigma yang sesuai dengan standard international. Kami berharap pengabdian ini akan dapat memicu para guru untuk dapat memerapkan game ini terhadap pembelajaran di masa depan
Pelatihan & Peningkatan Literasi Metaverse Di SMA Negeri 3, Semarang Ulumuddin, Dimas Irawan Ihya'; Prasetyo, Lusi Noviani; Gamayanto, Indra; Setiawan, Aries
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 7, No 2 (2024): MEI 2024
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v7i2.2291

Abstract

Metaverse mengubah pola hidup kita, dimana pendidikan merupakan salah satu sector yang ternana dampaknya cukup besar. Masalah seperti masih mahalnya peralatan metaverse untuk diterapkan, mungkin menjadi kendala utama dalam penerapannya dalam proses belajar, dan ketersedian sumber daya manusia menjadi kendala kedua yang harus dipersiapkan dengan konsisten. Pada pengabdian masyarakat ini, kita akan memberikan pelatihan konsep metaverse dan bagaimana hal tersebut dapat diterapkan ke dalam proses belajar sehingga menjadi lebih menarik dan dapat meningkatkan motivasi siswa dalam belajar. Lebih jauh lagi, guru juga akan mendapatkan manfaat yang sangat besar dalam menerapkan metaverse karena akan dapat memberikan dampak yang signifikan dalam proses membagikan pengetahuannya kepada siswa. Hasil dari pengabdian masyarakat ini adalah guru dan siswa akan memahami konsep metaverse dan bagaimana hal tersebut memiliki banyak manfaat dalam dunia pendidikan. Di sisi lain, guru akan mendapatkan manfaat bahwa proses belajar dengan menggunakan metaverse, yang walaupun merupakan investasi yang mahal, tetapi memiliki manfaat jangka panjang yang signifikan. khusus untuk siswa, metaverse akan dapat membantu mereka dalam memahami pengetahuan secara lebih virtual dengan melakukan simulasi yang sederhana di pelajaran yang akan dipelajari secara mendetails
Developing Game Profiling Framework To Generate Gamification & Communication Prasetyo, Lusi Noviani; Gamayanto , Indra
Jurnal Audience: Jurnal Ilmu Komunikasi Vol. 7 No. 2 (2024): AGUSTUS 2024
Publisher : Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ja.v7i2.12117

Abstract

Game is a means in shaping character, Creativity and communication. Therefore, games cannot separate in our lives because games are one of the most important parts and have an important role in developing competence. This research is a development of two previous types of research that have obtained patents: Benthix VR: a virtual reality simulation application to preserve a traditional game & to develop a techno-family through virtual-reality benthix game. This development resulted in a game profiling framework that guides building games more systematically and structured manner. However, problems such as the game's function not yet maximized and the response that games are more likely to have disruptive factors in the learning process are factors that this research will overcome. Therefore, this research will produce a game profiling framework called the trilogy of game profiling. The trilogy of game profiling produces the seven stages of educational games and gamification. Furthermore, this research will explain the concept, case study and application of the seven stages of the educational game, which consists of: see, discussion, establish, build, define, decide, and expand (implementation), to produce special gamification of the learning process at the educational level. This research will continue in the next stage, which will discuss gamification in detail, prototyping and application development in the context and content. Keywords: Concepts; Gamification & communication; Implementation; The seven stages of educational game; The trilogy of game profiling