Gamification Model in Scheduling and Attendance System of Traditional Village Activities

N. Wirastuti, Komang Oka Saputra, Kadek Darmaastawan, I. Mkwawa
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Abstract

In this modern era, the tradition has been abandoned by the younger generation. In Bali, the traditional community called krama banjar adat began to leave activities of Balinese cooperation activity, deliberative meetings, including paying dues, which was caused by a lack of motivation to participate in these activities. The shift in the Balinese people's lifestyle from agricultural to industrial culture is one of the causes of the reduced motivation of krama banjar adat to participate in these activities. On the other hand, gamification can be used to encourage people to continue to be involved in an activity perhaps traditional village activity. Our contribution in this paper is to develop gamification model of three krama banjar adat activities i.e., petedunan, pepesuan, and peturunan. This model can be used as a blueprint when designing information system in terms of scheduling and attendance system in krama banjar adat activities.
传统乡村活动调度考勤系统中的游戏化模式
在这个现代时代,传统已经被年轻一代抛弃了。在巴厘岛,被称为krama banjar adat的传统社区开始离开巴厘人的合作活动、审议会议,包括缴纳会费等活动,这是由于缺乏参与这些活动的动力造成的。巴厘人的生活方式由农业文化向工业文化的转变,是克拉马班贾尔阿达特参与这些活动的动机减少的原因之一。另一方面,游戏化可以用来鼓励人们继续参与一项活动,也许是传统的乡村活动。本文的贡献在于建立了三种克拉马班加人活动(petedunan、pepesuan和peturunan)的游戏化模型。该模型可作为克拉玛班加尔数据活动调度考勤系统信息系统设计的蓝本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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