{"title":"基于推荐系统的讲师职业晋升系统的游戏化","authors":"Tubagus Mohammad Akhriza, Indah Dwi Mumpuni","doi":"10.1109/ICIC50835.2020.9288541","DOIUrl":null,"url":null,"abstract":"Gamification aims to bring a pleasant gaming atmosphere to the non-game system, as actors in the system complete their missions. Gamification can be applied in the educator career promotion system (ECPS) implemented in Indonesian higher education institutions (HEIs) intending to motivate educators in the lower-middle career state to move up to a more productive state in international researches and publications. This situation is caused by the ineffective implementation of ECPS in HEI, which usually only relies on extrinsic motivation (income) as an attraction for career advancement. On the other hand, gamified ECPS triggers the intrinsic motivation of educators to undertake many more productive activities voluntarily and happily. The gamified ECPS is equipped with a recommender system to provide the next career states that can be achieved by the educator. Experiments were carried out on educator career data recorded in a government office for HEI service. As a result, besides the proposed model being able to simulate the gamification approach, it is also able to recommend the next-state for educators, and interestingly, as much as 30% of government decisions for educator promotion do not match the results of the RS.","PeriodicalId":413610,"journal":{"name":"2020 Fifth International Conference on Informatics and Computing (ICIC)","volume":"50 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification of the Lecturer Career Promotion System with a Recommender System\",\"authors\":\"Tubagus Mohammad Akhriza, Indah Dwi Mumpuni\",\"doi\":\"10.1109/ICIC50835.2020.9288541\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Gamification aims to bring a pleasant gaming atmosphere to the non-game system, as actors in the system complete their missions. Gamification can be applied in the educator career promotion system (ECPS) implemented in Indonesian higher education institutions (HEIs) intending to motivate educators in the lower-middle career state to move up to a more productive state in international researches and publications. This situation is caused by the ineffective implementation of ECPS in HEI, which usually only relies on extrinsic motivation (income) as an attraction for career advancement. On the other hand, gamified ECPS triggers the intrinsic motivation of educators to undertake many more productive activities voluntarily and happily. The gamified ECPS is equipped with a recommender system to provide the next career states that can be achieved by the educator. Experiments were carried out on educator career data recorded in a government office for HEI service. As a result, besides the proposed model being able to simulate the gamification approach, it is also able to recommend the next-state for educators, and interestingly, as much as 30% of government decisions for educator promotion do not match the results of the RS.\",\"PeriodicalId\":413610,\"journal\":{\"name\":\"2020 Fifth International Conference on Informatics and Computing (ICIC)\",\"volume\":\"50 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-11-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 Fifth International Conference on Informatics and Computing (ICIC)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICIC50835.2020.9288541\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 Fifth International Conference on Informatics and Computing (ICIC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICIC50835.2020.9288541","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification of the Lecturer Career Promotion System with a Recommender System
Gamification aims to bring a pleasant gaming atmosphere to the non-game system, as actors in the system complete their missions. Gamification can be applied in the educator career promotion system (ECPS) implemented in Indonesian higher education institutions (HEIs) intending to motivate educators in the lower-middle career state to move up to a more productive state in international researches and publications. This situation is caused by the ineffective implementation of ECPS in HEI, which usually only relies on extrinsic motivation (income) as an attraction for career advancement. On the other hand, gamified ECPS triggers the intrinsic motivation of educators to undertake many more productive activities voluntarily and happily. The gamified ECPS is equipped with a recommender system to provide the next career states that can be achieved by the educator. Experiments were carried out on educator career data recorded in a government office for HEI service. As a result, besides the proposed model being able to simulate the gamification approach, it is also able to recommend the next-state for educators, and interestingly, as much as 30% of government decisions for educator promotion do not match the results of the RS.