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SISTEM INFORMASI KEGIATAN KWARTIR RANTING MAOS(SIKEKWARMA) BERBASIS WEBSITE Diva Nur Vadia; Cahya Vikasari; Antonius Agung Hartono; Agus Susanto; Prih Diantono Abda’u
Jurnal Riset Teknik Komputer Vol. 1 No. 2 (2024): Juni : Jurnal Riset Teknik Komputer (JURTIKOM)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/yp5vn843

Abstract

The Kwartir Ranting Maos office manages the Scout Movement at the sub-district level. With 39 Scout units from siaga, penggalang, to penegak levels, there is a need for efficient activity report tracking and proposal submission, along with accountability reports for completed activities. Currently, these processes are done conventionally, requiring direct submissions from Scout units to Kwarran, making it challenging to monitor ongoing and scheduled activities. This study aims to design an administrative system to streamline these processes, making them more effective, efficient, and optimal. The research findings indicate that the SIKEKWARMA system can significantly enhance the management and supervision of Scout units by the Kwartir Ranting Maos. The system allows simultaneous access to information, facilitating better coordination among all involved parties. Additionally, it improves the accountability of proposal submissions and activity reports. Overall, SIKEKWARMA supports better decision-making and communication within the Kwartir Ranting Maos.
An Analysis of Students’ Perceptions and Learning Motivation in a Gamified Learning Management System Nugroho, Adlan; Prih Diantono Abda'u; Antonius Agung Hartono; Joko Purwanto
Jurnal E-Komtek (Elektro-Komputer-Teknik) Vol 9 No 2 (2025): (In Press)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/e-komtek.v9i2.2896

Abstract

The use of Learning Management Systems (LMS) in lectures is increasing, but student motivation to learn often poses a challenge. This study aims to examine the effect of gamification in LMS on student motivation to learn and to analyze the relationship between students' perceptions of gamification and their motivation levels. The study uses a quantitative design with measurements taken before and after the implementation of gamification, as well as correlation analysis to examine the relationship between variables. The results show that there is no significant difference between motivation before and after the implementation of gamification. However, perceptions of gamification are positively related to autonomy, connectedness, and achievement, which contribute to increased learning motivation. These findings indicate that gamification has an indirect effect through the reinforcement of psychological aspects that support intrinsic motivation.