Gamification is described as the art of changing human activity to a game-like environment to gain user engagement. Rimigs is a developed gamification system discussed in this research and was built based on Octalysis framework. This research aims to design and identify the impact of using a gamification system on students’ motivation and performance, especially in programming classes. Through Rimigs, students’ engagement and performance can be enhanced by freely choosing tasks or quests according to the rank points, completing these tasks or quests, getting experience points, getting rewards, avoiding punishment at certain times, and competing with others friends. The proposed research was done by using the iterative methodologies and consists of four phases, starting from i) literature review, which identifies the Octalysis’ core, ii) design, which identifies the game elements used in the system and designing the unified modeling language (UML) diagram of the system, iii) testing, which involve the user in the using of the system, and iv) implementation, which is the analysis step for the impact of Rimigs in students’ performance and engagement. This research finds that Rimigs as a gamification system can positively impact both students’ motivation and performance.
Continuous improvement is the prime requirement for all industries to sustain and grow in the competitive global market. This paper is a case study of a manufacturing industry in Taiwan, facing the problem of rejection in the brushless motor product. The DMAIC (Define, Measure, Analyze, Improve, and Control) cycle was used to improve processes to reduce the rejection rate. In the Define phase, anything related to processes, products, suppliers, customers, and customer needs related to good quality products were determined. SIPOC diagrams (Supplier, Input, Process, Output, and Customer) and Critical to Quality (CTQ) were identified. The Measure phase focused on data collection by determining the baseline of the process and determining the root causes of the process. DPMO and the Control Chart were applied in this phase. In the Analyze phase, the causes of production process failures that result in defective products were identified. Tools like Pareto Diagram, Fishbone Diagram, and FMEA were used in this phase. In the Improve phase, the improvement solutions in overcoming priority problems were determined by using the 5W + 1H tool. Several improvement solutions were implemented, such as improvement in inspection methods, re-selection for the supplier, increasing the number of workers, providing training to workers, and others. In the control phase, the Six Sigma values were improved. In January–May 2022, the Six Sigma level increased from 5.11 to 5.44.
The growth of financial literacy is significant nowadays. Because of this, more people are becoming increasingly responsible in their financial planning, investments, and living expenses. In developing new technology, it is necessary to know the technological acceptance of the prospective users of the technology itself. This study aims to identify the primary factors influencing the technology acceptance levels of lower-middle socio-economic users for a digital financial literacy application. The proposed model in this research was developed based on UTAUT, TAM, and Usability model, and it consists of six primary constructs: (1) Performance Expectancy; (2) Effort Expectancy; (3) Social Influence; (4) Resources and Cost; (5) Satisfaction; (6) Behavior Intention. All the hypotheses used in this study were statistically measured using SmartPLS tools. This study found that because many lower-middle socio-economic users lack sufficient understanding of technology to properly utilize it, that a digital platform is not the right tool to teach them financial literacy.
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