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Awareness on the Energy Saving Behaviour Among Students: Gamification Approach Saari, Erni Marlina; Ibrahim, Norshahila; Azmi, Noor Hidayah; Isa, Nor Kalsum Mad
Jurnal Teknologi Informasi dan Pendidikan Vol. 16 No. 2 (2023): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v16i2.813

Abstract

Various ways or strategies to give awareness to the people of Malaysia about energy savings. However, the strategy used by researchers is the use of gamification to provide awareness for energy saving. Therefore, observations based on previous studies should be made based on gamification and energy saving. Results from previous studies show that gamification can motivate and change a person's behavior. In this study, researchers focus on obtaining information based on game design elements based on the researcher's objective which is What are the game design elements that are needed to improve learners' understanding of the content of energy-saving behavior. To qualify, researchers use quantitative methods. As a result of the study conducted, researchers present the findings of a pilot study on Bachelor of Design students. the reliability coefficients obtained for all five constructs in the assessment instrument for Bachelor of Design students. It is found that Cronbach Alpha values range from 0.955 to 0.984. This concludes the value that can be a guideline to develop gamification based on the design elements and can make users aware of energy saving.
Designing Gamified Systems for Mental Health Support: An Exploratory Study Prasetyaningrum, Putri Taqwa; Ibrahim, Norshahila; Yuniasanti, Reny; Setyaningsih, Putry Wahyu; Subagyo, Ibnu Rivansyah
Journal of Information System and Informatics Vol 6 No 2 (2024): June
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v6i2.760

Abstract

This exploratory study investigates the innovative design of gamified systems for mental health support, focusing on enhancing user engagement and well-being. By integrating user-centered design (UCD) principles with effective gamification elements, this research aims to develop engaging and therapeutically effective mental health interventions. Employing a mixed-methods approach, the study combines qualitative and quantitative data collection, including surveys, interviews, and user testing, to gather comprehensive insights from a diverse participant group. The findings reveal significant insights into user engagement, satisfaction, and the impact of gamification on mental health outcomes. While gamification enhances user engagement, balancing entertainment with therapeutic functionality is crucial. A comparative analysis between gamified and non-gamified app versions highlights the benefits and challenges of incorporating gamification in mental health contexts. The study concludes with practical recommendations for future research and design, emphasizing the need for continued innovation to optimize digital mental health interventions.
PELATIHAN DESAIN GRAFIS DAN GAMIFIKASI UNTUK PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF Prasetyaningrum, Putri Taqwa; Ibrahim, Norshahila; Suria, Ozzi
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 3 (2025): Juni
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i3.31189

Abstract

Abstrak: Penggunaan media pembelajaran interaktif di kalangan tenaga pendidik masih terbatas, salah satunya disebabkan oleh kurangnya pemahaman tentang desain grafis dan penerapan gamifikasi dalam pendidikan. Kegiatan pengabdian ini bertujuan untuk meningkatkan kompetensi guru dalam mengembangkan media ajar digital yang menarik, kontekstual, dan interaktif. Program dilaksanakan melalui pelatihan dan workshop berbasis praktik kepada 30 guru dari berbagai jenjang pendidikan. Metode pelatihan mencakup pengenalan teori desain grafis, praktik penggunaan Canva dan Articulate Storyline, serta integrasi elemen gamifikasi seperti poin, tantangan, badge, dan leaderboard. Evaluasi dilakukan melalui observasi, analisis karya peserta, serta wawancara mendalam. Hasil menunjukkan adanya peningkatan sebesar 75% dalam kemampuan peserta dalam merancang media digital interaktif, dengan 10 prototipe media ajar berhasil dikembangkan. Selain peningkatan keterampilan teknis, motivasi peserta dalam memanfaatkan teknologi pembelajaran juga meningkat secara signifikan. Temuan ini membuktikan bahwa pelatihan berbasis praktik dan pendekatan user-centered efektif dalam meningkatkan kapasitas guru dalam mendesain media pembelajaran inovatif berbasis teknologi.Abstract: The use of interactive learning media among educators remains limited, primarily due to a lack of understanding of graphic design and gamification in educational contexts. This community service program aimed to enhance teachers’ competencies in developing engaging, contextual, and interactive digital learning media. The program was conducted through hands-on training and workshops involving 30 teachers from various educational levels. Training methods included theoretical sessions on graphic design, practical use of Canva and Articulate Storyline, and the integration of gamification elements such as points, challenges, badges, and leaderboards. Evaluation was carried out through observation, participant work analysis, and in-depth interviews. Results indicated a 75% improvement in participants’ ability to design interactive digital media, with 10 prototype learning modules successfully developed. In addition to technical skills, participants' motivation to integrate educational technology significantly increased. These findings suggest that practice-based training and a user-centered approach are effective in strengthening teachers' capabilities in innovative educational media design.
Integrating Gamification in Expert Systems: A Novel Approach for Stress Disorder Diagnosis in Digital Mental Health prasetyaningrum, putri taqwa; Ibrahim, Norshahila; Yuniasanti, Reny; Subagyo, Ibnu Rivansyah
JURNAL INFOTEL Vol 17 No 2 (2025): May
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v17i2.1324

Abstract

The increasing prevalence of stress disorders highlights the need for innovative, accessible, and engaging diagnostic tools in mental health services. This study presents the design and implementation of a gamified expert system for diagnosing stress disorders, integrating gamification elements to enhance user engagement and reduce stigma. The system employs the forward chaining method to deliver high-accuracy, rule-based diagnoses while incorporating features such as points, rewards, and leaderboards to motivate user interaction.The system's development followed a user-centered design approach to ensure an intuitive interface aligned with user needs. Evaluation results demonstrated a diagnostic accuracy rate of 92%, validated by mental health professionals, alongside significant improvements in user engagement metrics, including session frequency and duration. Qualitative feedback indicated that gamification effectively reduced stigma and increased motivation for mental health assessments.These findings suggest that gamified expert systems can bridge gaps in accessibility and engagement in mental health services. This research contributes to the advancement of digital health technologies by providing practical insights into integrating gamification into expert systems to foster proactive mental health management.
The best machine learning model for fraud detection on e-platforms: a systematic literature review Yussiff, Alimatu-Saadia; Frank Prikutse, Lemdi; Asuah, Georgina; Yussiff, Abdul-Lateef; Dortey Tetteh, Emmanuel; Ibrahim, Norshahila; Wan Ahmad, Wan Fatimah
Computer Science and Information Technologies Vol 5, No 2: July 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/csit.v5i2.p195-204

Abstract

The internet has been instrumental in the development and facilitation of online payment systems. However, its associated fraudulent activities on eplatforms cannot be overlooked. As a result, there has been a growing interest in the application of machine learning (ML) algorithms for fraud detection on financial e-platforms. The goal of this research is to identify common types of fraud on financial e-platform, highlight different machine learning algorithms employed in fraud detection, and derive the best machine learning algorithms for fraud detection on e-platforms. To achieve this goal, the research followed a nine steps systematic review approach to retrieve Journals and conference publications from science direct, Google Scholar and IEEE Xplore between 2018 and 2023. Out of 2,071 articles identified and screened, 44 publications (23 articles and 21 conference proceedings) satisfied the inclusion criteria for further analysis. The random forest algorithm turned out to be the best ML algorithm because it ranked first in the frequency of usage analysis and ranked first in the performance analysis with an average accuracy of 96.67%. Overall, this review has identified the kinds of fraud on financial e-platforms, and proclaimed the best and least ML algorithm for fraud detection on financial e-platform. This can help guide future research and inform the development of more effective fraud detection systems.