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Enhancing Employee Engagement and Productivity in Technology Companies through Digital Gamification Idam Wahyudi; Anggun Sulistyowati; Parviz Hasanov
Management Dynamics: International Journal of Management and Digital Sciences Vol. 1 No. 1 (2024): January: International Journal of Management and Digital Sciences
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70062/managementdynamics.v1i1.416

Abstract

This study investigates the impact of digital gamification on employee motivation, engagement, and productivity in technology companies. Gamification, which integrates game design elements such as rewards, badges, and leaderboards into non-game environments, has gained popularity as a tool for enhancing employee performance in workplaces. The research employs a quantitative survey methodology to gather data from employees in technology firms that have implemented gamified systems. The findings reveal that gamification significantly increases employee motivation by tapping into intrinsic motivators such as autonomy, competence, and relatedness. Employees reported higher levels of engagement, with many attributing their increased participation to the fun and competitive nature of gamified tasks. Additionally, productivity improvements were observed, particularly among employees in roles that require individual performance, such as software engineers, where autonomy and goal-setting were key factors. The study also identifies variations in the effectiveness of gamification based on factors such as job role and organizational culture, emphasizing the need for customization to suit different employee needs. Despite these positive outcomes, challenges such as employee resistance, poorly designed systems, and resource constraints were noted as barriers to successful gamification implementation. These findings suggest that gamification is an effective strategy for improving motivation and engagement in technology companies but requires thoughtful design and alignment with company culture to maximize its impact. Future research should explore the long-term effects of gamification and examine how specific elements, such as leaderboards and rewards, influence employee behavior across different demographics.
EDUKASI SAMPAH SEHAT “BELAJAR MENGENAL DAN MENGELOLA SAMPAH” DI KELAS 3 SDN 73 KOTA BENGKULU Zely Adesti; Anggun Sulistyowati; Indah Permata Sari; Yanti Paulina; Surya Ade Saputera; Jelita Zakaria
Almaun: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2025): DESEMBER (2025)
Publisher : Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/almaun.v5i2.9403

Abstract

Permasalahan sampah di lingkungan masyarakat, khususnya di sekolah dasar, masih menjadi isu penting yang memerlukan perhatian serius. Sampah yang tidak terkelola dengan baik berpotensi menimbulkan dampak buruk bagi kesehatan maupun lingkungan. Kegiatan pengabdian ini dilaksanakan di SDN 73 Kota Bengkulu dengan melibatkan siswa kelas 3 melalui metode pengenalan, pelatihan, dan pendampingan. Tujuan kegiatan adalah memberikan pemahaman kepada siswa mengenai jenis-jenis sampah, dampak negatifnya, serta cara mengolah sampah menjadi produk bermanfaat, salah satunya ecobrik. Program dilaksanakan dalam tiga kali pertemuan, dengan durasi masing-masing 210 menit. Hasil kegiatan menunjukkan adanya peningkatan pemahaman siswa, di mana sekitar 70% siswa mampu mengenali dan mengolah sampah anorganik menjadi ecobrik. Hal ini membuktikan bahwa pendekatan edukatif melalui praktik langsung efektif dalam meningkatkan kesadaran lingkungan sejak dini. Dengan demikian, kegiatan ini berkontribusi terhadap upaya membangun budaya peduli lingkungan di sekolah dasar.