scholarly journals DELIVERING GAMIFICATION TO OVERCOME FINANCIAL PROBLEMS DURING A PANDEMIC

2021 ◽  
Vol 6 (1SP) ◽  
pp. 54
Author(s):  
Alfina Rahmatia ◽  
Arief Dwi Saputra ◽  
Sri Handari Wahyuningsi

Gamification is a game design in a non-game context that can be applied to the UMKM business. This study investigates how gamification strategies can play a role in entrepreneurial behavior on attitudes, subjective norms and behavior control, and entrepreneurship education through self-efficacy, experience, and program involvement. The method in this study used a qualitative research strategy with a sample of 442 respondents. First, the root of the problem is reviewed from the literature review and strengthened by collecting data from the in-depth interview process. Furthermore, the data is processed using the Nvivo 12 application with word similarity analysis then the results of the study are used as a reference and conclusion through the data obtained. Finally, based on these results, research contributions are used to answer problems in the Organization's role to solve the relationship between gamification strategies for employee performance in improving entrepreneurial behavior and strengthening entrepreneurial education activities. The findings in this study indicate that the application of gamification with a total percentage of 100% can be used as a strategy for UMKM business recovery in the new normal era as a whole on each element that supports each other to have an impact on motivation, behavior change and psychological effects.

2021 ◽  
Vol 6 (3) ◽  
pp. 380-398
Author(s):  
Arief Dwi Saputra ◽  
Alfina Rahmatia ◽  
Sri Handari Wahyuningsih ◽  
Andi Azhar

The COVID-19 pandemic brought about employees to be less enthusiastic due to the declining competitiveness and switching systems from offline to online. This study closely scrutinized how gamification strategies assume a part in entrepreneurial behavior on attitudes, subjective norms and behavioral control, and entrepreneurial education through self-efficacy, experience, and program involvement. Purposive sampling was utilized to choose a sample of 442 informants for this qualitative study. The review was carried out through a literature study and reinforced by in-depth interviews. The data was coded using the Nvivo 12 application with word similarity analysis at a maximum percentage of 100%. Based on the results of word similarity, there was a similarity in the relationship related to cluster analysis which classified the mutually supportive roles among variables as a business strategy during the pandemic. Overall, the application of gamification displays an impact on motivation, behavior change, and psychological effects on entrepreneurial behavior and education. The research contribution is utilized to address issues in the role of the organization as a solution to the relationship between gamification strategies and employee performance. The application of gamification strategies plays a role in opening fascinating exploration in the future. Further studies are expected to discuss pertaining business strategies in dealing with unexpected moments such as the COVID-19 pandemic.


MBIA ◽  
2019 ◽  
Vol 17 (2) ◽  
pp. 23-32
Author(s):  
Deddy Hendarwan

Attitudes and behaviors are the unity of a person's character which is formed by habit everyday. Entrepreneurial behavior is influenced by internal and external factors. These factors are ownership rights (property right, PR), abilities / competencies (competency / ability,), and incentives while external factors include the environment thus Attitudes and behavior can be changed by oneself and / or there are environmental pressures / influences. there is an influence from within themselves and from outside the environment to associate then grow indi attitudes and specific behaviors. It is necessary to anticipate small businesses’ difficulties by conducting an empirical study  on  the  entrepreneurial  spirit,  entrepreneurial  values,  and  assessment  of entrepreneurial behavior that may affect the realization of independence efforts. This study  aims to  analyze the  influence of  entrepreneurial spirit  and entrepreneurial values on entrepreneurial behavior to create business independence. The findings show that the entrepreneurial spirit has a direct positive influence on entrepreneurial behavior and positive indirect effect on the business independence.


2021 ◽  
Vol 21 ◽  
pp. 167-175
Author(s):  
Megalia Riane Kaseger ◽  
Itje Pangkey ◽  
Abdul Rahman Dilapanga

This research was conducted to know the influence of work culture and work motivation partially and simultaneously on the performance of employees at Unima. The research uses a quantitative approach. The population is all Unima employees totaling 335 employees spread over six work units. The sampling technique was proportional stratified random sampling with the amount determined by the Slovin rule, and 182 employees were obtained. The data collection technique is a questionnaire that has been tested for validity and reliability. Data analysis is multiple regression analysis through the help of the SPSS program. The results of the study reveal that (1) organizational culture has a positive and significant effect on employee performance at Unima, (2) work motivation has a positive and significant effect on employee performance at Unima, (3) work culture and work motivation simultaneously has a positive and significant effect on performance. Employees at Unima. It is recommended to strengthen work culture, so socialization in order to increase understanding and acceptance of values and norms that have governed attitudes and behavior of working and interacting in the work environment, carried out continuously in line with developments and demands of the organizational environment so that it is strongly internalized. In addition, the organizational climate should be created in a conducive and transparent manner so that employees are free to express their various needs related to their work. The fulfillment of the needs related to his work will encourage him to carry out his duties well.


Author(s):  
Max Cronkite

Gamification has been a growing trend as a tool for pedagogical use. Incorporating game-design elements into a non-game context not only has the potential to amplify student motivation and interaction, but allows for the exploration of a new way to learn, teach, and understand history. Gregory of Tours’ Historia Francorum provides us with an interesting viewpoint into the world of 6th century Frankish Gaul. Understanding the motivations behind the characters in Gregory’s work and their relationship with the religious and political atmosphere of the 6th century can be difficult for modern readers. My project uses elements of role-playing to better engage students in interacting with the text. Students inhabit the role of a historical character from Historia Francorum and play out a narrative ‘campaign’ of multiple sessions as that character. Through research and primary source reading they will develop an understanding for their character, the world they inhabit, and their role within that society. Students engage with other students, prepare and give speeches, all in their prescribed roles. This, along with continual feedback on their actions given by the instructor, will cultivate a unique and more engaging learning atmosphere for students. My goal for this undergraduate research project is to develop an alternative approach to understanding the dynamics of early medieval Frankish society. By turning Gregory’s work into an inhabitable space, the large body of text becomes approachable and engaging to students. The final phase of the project which is underway, is testing it in a third year undergraduate history course.


Author(s):  
Henry Setiana ◽  
Seng Hansun

Student is often lazy when it comes to studying, and how to motivate student was one of the problem in the educational world. To overcome the matters, we will implement the gamification method into an Academic Information System. Academic Information System is a software used for providing information and arranging administration which connected with academic activities. By implementing the gamification method, it is expected to improve student’s interest on the study programs. Gamification itself is a process with the purpose of changing non-game context into a more interesting application by integrating game thinking, game design, and game mechanics. From the evaluation result, it is concluded that the application has been successfully built and the gamification method has been successfully implemented to improve student’s interest and the most influential gamification features are point and reward.


1984 ◽  
Vol 6 (2) ◽  
Author(s):  
Hans-Georg Bosshardt

AbstractIn this paper, the descriptive information contained in empirical laws is contrasted with common-sense descriptions of situations and behavior. According to the Hempel-Oppenheim-Schema, explanation is, essentially, conceived as a matter of deductive reasoning in which the fact to be explained is subsumed under one (or more) empirically valid generalizations or laws. However, this kind of explanation is necessarily based on intuitive processes of diagnosis and interpretation. It is argued that these intuitive processes enable the scientist to formulate descriptive sentences which form the arguments of logically correct explanations. It is assumed that people produce common-sense descriptions of situation and behavior in correspondence with their subjective experience of other people's behavior and its determinants. In order to obtain intuitively adequate empirical generalizations and behavioral laws it is proposed that common-sense descriptions of behavior and situations should be integrated into the antecedent and/or consequent of laws. In such a research strategy the regularities between meaningfully interpreted situational and behavioral aspects can be studied.


2019 ◽  
Vol 7 ◽  
Author(s):  
Daniel Markovič

Slovakia is not perceived as a destination country for forced or voluntary migrants in the European Union. Nevertheless, the number of foreigners living legally in Slovakia has increased more than fourfold since Slovakia joined the European Union in 2004. The aim of this paper is to recognize the views of voluntary immigrants on their own life in Slovakia. In our research, we are interested in migrants who chose small towns in Slovakia, which are culturally and linguistically homogeneous. We have chosen a qualitative research strategy. The research design is of a biographical design and a grounded theory. As a research tool, we chose an individual structured interview (in-depth interview). For qualitative data analysis, we used coding; we set descriptive and inductive codes, subcategories and categories. The subject of research is eight voluntary immigrants to Slovakia who have been living in Slovakia for at least one year at the time of the study. Thus, they meet the long-term migration criterion. Participants were selected on a deliberate basis to cover the phenomenon of voluntary migration. Due to the chosen research design, theoretical sampling was utilized. Our research confirmed the assumptions of voluntary migration described by Pierce (1999). Not only participants from developing countries, but also participants from countries with higher HDI than Slovakia praise the work and business opportunities in Slovakia. Participants identified the following areas of life benefits in Slovakia: employment, economic and social conditions, leisure, cultural and development activities, and environmental issues. Negative aspects of life include negative administrative experiences, lower living comfort, worse social conditions and the environment.


2021 ◽  
Vol 10 (1) ◽  
pp. 100-109
Author(s):  
Arniyati Versari ◽  
Dyah Mahendrasari Sukendra ◽  
Shobiechah Aldillah Wulandhari

Ambarawa Sub District Semarang District is an endemic area of DHF. Furthermore, the year 2019 recorded an increase in the IR and CFR by 271.73, and 1.123% respectively. Insecticide resistance contributed to the increase in DHF cases. Therefore, this study aims to determine the description of community behavior concerning the use of household and agricultural insecticide which lead to insecticide resistance in Aedes aegypti. This type of research is descriptive using qualitative methods. The informants are insecticide users in Ambarawa subdistrict. Twenty-four sample is choosen by purposive sampling. In-depth interview is carried out for the data collection. Data analysis used is data reduction, data presentation, and data verification using the manual way. As the result of the study, most of the subjects experienced a decrease in the effectiveness of insecticides, caused by poor community knowledge, and behavior of people who did not apply any insecticide resistance management guidelines. Considering the condition of current insecticide circulation, the government needs to make policies relating to the management of insecticide resistance


SISFORMA ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. 49
Author(s):  
Balqis Rofiqoh Chasanah ◽  
Candiwan Candiwan

Internet-based attacks have become common and are expected to happen continuously with the development of technology. Therefore, cybersecurity emerged as an important concept in everyday life. It is defined as the protection of cyberspace. Cybersecurity Awareness (CSA) exists as a major defense key in protecting users and systems from internet-based attacks. The research presented in this study aims to assess the level of CSA among college students in Indonesia. This study uses the Analytic Hierarchy Process (AHP) method to test students in three dimensions, including attitudes, knowledge, and behavior. To measure this dimension, six focus areas in the topic of cybersecurity were taken and developed from previous studies on the same topic. The six focus areas are password security, cyberbullying, phishing, malware, identity theft, and the last is downloading, sharing and use of pirated content. The results showed that the total level of CSA for college students in Indonesia was in the good criteria. This is indicated by a total percentage of awareness around 80%. Nevertheless there are some focus areas that can be improved to increase the percentage.


The advancements in technology and the increased use of internet, digital business models and Internet of things (IoT) have paved a way for sustainable and inclusive cities that provide their citizens a clean and sustainable environment. Smart solutions of the smart cities focus on making the life of its citizens comfortable but they fail to make their everyday activities motivated in becoming sustainable. This paper proposes a gamification framework that aims to facilitate energy conservation and customer engagement in smart cities. By using game in a non-game context such as in this gamification framework, helps in keeping the fun element of the game intact while achieving the specified learning objective of energy efficiency. The proposed application aims at identifying energy wastages and motivates behavioral changes of the player combining team play, virtual rewards and life simulation. The paper explains various concepts of gamification and differentiates it from game-based learning. It proposes the gamification strategy, game mechanics drivers and motivators, game engine, game architecture, financial rewards and a detailed set of rules for the proposed gamification application. The application targets at promoting awareness and involvement of the players in managing their own resources, choices and behavior for a sustainable development. The paper aims at motivating the citizens and changing their behavior in a desired way.


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