A Robust Framework using Gamification to Increase Scientific Publication Productivity

A. Sanmorino, Ermatita, Samsuryadi, Dian Palupi Rini
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引用次数: 2

Abstract

This research focuses on the scientific publication productivity of higher learning institutions in Indonesia. The scientific publication productivity at Indonesia's higher learning institutions is still not ideal. Based on this issue, this study aims for a contribution in the form of a mechanism used as the main solution in optimizing scientific publication productivity. This mechanism is in the form of a framework based on gamification. This framework model consists of nine independent variables and 4 dependent variables. The independent variables used are networks, teamwork, competition, scores, leveling up, points, goals, inventory, and teammate. The dependent variable used is good sharing behavior, motivations, competence, and scientific publication enhancement. Researchers also make improvements to the Score variable, so that the calculation and ranking results become more accurate. Based on the preliminary test of the proposed framework, it shows that each construct of the framework has a positive impact on increasing motivations, except Leveling Up, while High Motivation had a positive impact of 0.807 on scientific publication enhancement. For reliability testing, done using AVE, CR, and CA shows all constructs have good reliability.
使用游戏化来提高科学出版效率的稳健框架
本研究的重点是印度尼西亚高等院校的科学出版生产力。印尼高等院校的科学出版物生产率仍然不理想。基于这一问题,本研究旨在以机制的形式为优化科学出版生产力的主要解决方案做出贡献。这种机制是基于游戏化的框架形式。该框架模型由9个自变量和4个因变量组成。使用的独立变量是网络、团队合作、竞争、分数、升级、点数、目标、库存和队友。因变量为良好的分享行为、动机、能力和科学发表提升。研究人员还对Score变量进行了改进,使计算和排名结果更加准确。通过对框架的初步检验,发现框架的各构式对科研发表动机的提升均有正向影响,其中高动机对科研发表动机的提升有0.807的正向影响。对于信度测试,使用AVE、CR和CA进行测试,结果表明所有构式都具有良好的信度。
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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