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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 : Asosiasi Doktor Sistem Informasi Indonesia

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.
Enhancing Accessibility, Engagement, and Motivation in Counseling Services for Secondary Schools through Gamified Blended Mobile and Virtual Reality Therapy Prasetyaningrum, Putri Taqwa; Ibrahim, Norshahila; Aryani, Eka; Ningsih, Rully; Subagyo, Ibnu Rivansyah
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 9 No 2 (2025): August 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v9i2.24814

Abstract

Background: Secondary school counseling services often face challenges such as limited counselor availability and low student participation. Traditional counseling methods frequently fail to engage students, thus reducing both accessibility and impact. Integrating Virtual Reality (VR) and mobile-based interventions presents a promising solution to address these issues. Objective: This study aims to evaluate the effectiveness of a gamified blended mobile and VR therapy in enhancing accessibility, cognitive-emotional-behavioral engagement, and motivation within secondary school counseling services. Methods: A mixed-methods research design was employed, combining quantitative methods (pre- and post-intervention surveys, along with behavioral tracking) and qualitative methods (semi-structured interviews and thematic analysis of focus group discussions). These methods were chosen to capture both measurable impacts and participants’ perceptions of the intervention. A total of 384 students and 10 counselors participated in an 8-week intervention. Results: The intervention led to a significant improvement in the Accessibility Index (from 3.2 to 4.6). Additionally, engagement across cognitive, emotional, and behavioral dimensions showed marked improvements. Thematic analysis revealed that students appreciated the safety and realism provided by the digital counseling environment. Conclusion: The gamified blended therapy approach effectively enhanced counseling accessibility and multidimensional engagement, offering a scalable, student-centered solution for secondary school counseling services.