2022
DOI: 10.30630/joiv.6.3.791
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User Motivation Level Analysis of SME Collaboration Gamification

Abstract: One of the problems of SME is the low motivation to collaborate; the lack of research on exploring the motivation to collaborate is an issue that needs to be focused on solving. Objectives. This research aims to explore the level and type of motivation that influences SME's interest in collaborating to provide new insights for SME managers to apply appropriate treatment in developing collaborative activities. This study analyses six octalysis core drives that affect user interest in the use of SME collaboratio… Show more

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Cited by 4 publications
(5 citation statements)
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References 25 publications
(50 reference statements)
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“…Dengan demikian, game yang diintegrasikan dalam pembelajaran matematika diharapkan menyenangkan dan menambah minat siswa. Game dapat dilakukan untuk menciptakan lingkungan pembelajaran yang menyenangkan, salah satunya adalah dengan gamifikasi (Awan et al 2022;Marisa et al 2022). Karena itu, perencanaan pembelajaran guru yang tentang dalam MA harus rinci dan penuh pertimbangan agar siswa tidak hanya senang melakukan permainan, namun juga menguasai konsep matematika.…”
Section: Pendahuluanunclassified
See 1 more Smart Citation
“…Dengan demikian, game yang diintegrasikan dalam pembelajaran matematika diharapkan menyenangkan dan menambah minat siswa. Game dapat dilakukan untuk menciptakan lingkungan pembelajaran yang menyenangkan, salah satunya adalah dengan gamifikasi (Awan et al 2022;Marisa et al 2022). Karena itu, perencanaan pembelajaran guru yang tentang dalam MA harus rinci dan penuh pertimbangan agar siswa tidak hanya senang melakukan permainan, namun juga menguasai konsep matematika.…”
Section: Pendahuluanunclassified
“…Gamifikasi didefinisikan sebagai penggunaan elemen-elemen desain game atau permainan dalam konteks-konteks bukan game, seperti pembelajaran matematika (Gonzálezgonzález 2022; Thiagarajah et al 2022). Unsur-unsur game dalam gamifikasi bermacammacam, diantaranya adalah poin, lencana, papan skor, dan halang rintang atau yang disebut tantangan permainan (Fedechen, Da Silva Junior, and Pereira 2022;Marisa et al 2022). Unsurunsur tersebut dapat digunakan guru sebagai alat ukur tentang ketercapaian kompetensi siswa (Saputra, Maya, and Siswi 2022;Zadeja and Bushati 2017).…”
Section: Pendahuluanunclassified
“…Conceptually, game media development in elementary schools is the creativity, style, and renewal carried out by teachers in the field of technology to form digital-based professional education and realize students' full potential [19]- [21]. In addition, there is also a need for innovation in learning media application games based on local wisdom, which is a new idea for developing learning media to increase learning motivation and understanding of Indonesian language material delivered by elementary school [22]- [24]. Several studies in the last decade have explored local wisdom-based learning media, such as research on myths and ecological wisdom [25], educational game with android based on Timorese local wisdom in learning mathematics [26], disaster education through indigenous disaster mitigation at elementary school in Indonesia [27], research and development of animation media with local wisdom in elementary schools in Indonesia [28], local wisdom-based Math learning media on the concept of social arithmetic [29], learning media with topeng barongan local wisdom to strengthen the Pancasila student profile of elementary school students [30], Kizzugemu visual novel game in Javanese language learning in elementary school in Magelang district [31], and research on interactive Biology modules based on Bengkulu local wisdom [32].…”
Section: Introductionmentioning
confidence: 99%
“…For example, several star hotels use a gamification system of point exchange and rewards that can be exchanged for various facilities and benefits that can be obtained by guests so that there is an increase in guest loyalty to stay again [12]. Gamification has been widely used in various fields such as learning [13]- [21] and tourism [22]- [33] , financial [34]- [37], government [38], business [39], [40]. In the gamification developed in this study, a game component is also added in the form of rewards for tourists so that tourists also benefit because these rewards or points can be exchanged for vouchers which will apply later when tourists visit tourism villages.…”
Section: Introductionmentioning
confidence: 99%