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Open access Jurnal SINTA 2

Platform Gamifikasi untuk Perkuliahan

IJCCS (Indonesian Journal of Computing and Cybernetics Systems) · Vol. 11 No. 2 (2017) · pp. 131–142

DOI
10.22146/ijccs.17053
ISSN
2460-7258, 1978-1520
Published
2017-07-31
Publisher
IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.
Language
eng
License
creativecommons.org/licenses/by-sa/4.0

Abstract

Gamification in lecturing has a lot of variety designs. A flexible platform is needed for that matter. This research aims to develop a gamification platform for lecturing that flexible, has a good performance and acceptable by users.Generic Gamification Platform (GGP) concept is used to develop platform. GGP is a kind of gamification solution that applies service oriented architecture Architecture (SOA) principles and puts gamification components (data, logic and rewards) and Information System (IS) separately. The platform has some capabilities such as able to manage game mechanics, actions, tasks and rules. The other platform capabilities are able to auto generate rules and to be integrated to IS.The results of tests show that a gamification platform for lecturing can be developed. The platform has a good level of flexibility, has a good performance, and acceptable by users (5 lecturers and 2 non-lecturers but well knowing on lecturing activities). Its flexibility level is 85%. Its average of response time on event execution is lower than 336ms. Its System Usability Scale (SUS) average score is 60 and its acceptability range in low marginal.

Keywords

Collaboration network of the authors

21 authors · 26 co-authorship links · 7 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Universitas Gadjah Mada
  • Sekolah Tinggi Multi Media "MMTC" Yogyakarta
  • Universitas Stikubank
  • Universitas Trunodjoyo Madura
  • Universitas Teknokrat Indonesia
  • Institut Teknologi Telkom Purwokerto
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Retantyo WardoyoUniversitas Gadjah Mada4
Edi WinarkoUniversitas Gadjah Mada4
Edhy SutantaUniversitas Gadjah Mada4
Wiwien HadikurniawatiUniversitas Stikubank2
Oesman Hendra KelanaUniversitas Gadjah Mada1
Anie Rose IrawatiUniversitas Gadjah Mada1
Wikranta ArsaUniversitas Gadjah Mada1
Firmansyah AdiputraUniversitas Trunodjoyo Madura1
Erma SusantiUniversitas Gadjah Mada1
Teguh SusyantoAffiliation unknown1
Sunu Pinasthika FajarUniversitas Gadjah Mada1
Styawati StyawatiUniversitas Teknokrat Indonesia1
Rudy HartantoUniversitas Gadjah Mada1
Shona Chayy BilqisthUniversitas Gadjah Mada1
Sigit PriyantaUniversitas Gadjah Mada1
Amalia Nur AnggraeniUniversitas Gadjah Mada1
Arum MarwatiSekolah Tinggi Multi Media "MMTC" Yogyakarta1
Tenia WahyuningrumInstitut Teknologi Telkom Purwokerto1
Ridowati GunawanUniversitas Gadjah Mada1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.ugm.ac.id/ijccs/oai, first harvested 26 Okt 2026, last seen 26 Okt 2026.
Original metadata (oai_dc)
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	<dc:title xml:lang="id-ID">Platform Gamifikasi untuk Perkuliahan</dc:title>
	<dc:creator>Kristiadi, David</dc:creator>
	<dc:creator>Mustofa, Khabib</dc:creator>
	<dc:subject xml:lang="id-ID"></dc:subject>
	<dc:subject xml:lang="id-ID">gamification platform, gamification for lecturing, gamification</dc:subject>
	<dc:description xml:lang="id-ID">Gamification in lecturing has a lot of variety designs. A flexible platform is needed for that matter. This research aims to develop a gamification platform for lecturing that flexible, has a good performance and acceptable by users.Generic Gamification Platform (GGP) concept is used to develop platform. GGP is a kind of gamification solution that applies service oriented architecture Architecture (SOA) principles and puts gamification components (data, logic and rewards) and Information System (IS) separately. The platform has some capabilities such as able to manage game mechanics, actions, tasks and rules. The other platform capabilities are able to auto generate rules and to be integrated to IS.The results of tests show that a gamification platform for lecturing can be developed. The platform has a good level of flexibility, has a good performance, and acceptable by users (5 lecturers and 2 non-lecturers but well knowing on lecturing activities). Its flexibility level is 85%. Its average of response time on event execution is lower than 336ms. Its System Usability Scale (SUS) average score is 60 and its acceptability range in low marginal.</dc:description>
	<dc:publisher xml:lang="en-US">IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.</dc:publisher>
	<dc:contributor xml:lang="id-ID"></dc:contributor>
	<dc:date>2017-07-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.ugm.ac.id/ijccs/article/view/17053</dc:identifier>
	<dc:identifier>10.22146/ijccs.17053</dc:identifier>
	<dc:source xml:lang="en-US">IJCCS (Indonesian Journal of Computing and Cybernetics Systems); Vol 11, No 2 (2017): July; 131-142</dc:source>
	<dc:source>2460-7258</dc:source>
	<dc:source>1978-1520</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.ugm.ac.id/ijccs/article/view/17053/16681</dc:relation>
	<dc:rights xml:lang="en-US">Copyright (c) 2017 IJCCS - Indonesian Journal of Computing and Cybernetics Systems</dc:rights>
	<dc:rights xml:lang="en-US">http://creativecommons.org/licenses/by-sa/4.0</dc:rights>
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