基于游戏化和软系统方法论的水稻信息系统概念模型设计

Mochammad Arief Hcrmawan Sutoyo, D. I. Sensuse
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引用次数: 4

摘要

大米是印尼的重要商品之一,但存在与水稻收获生产数据和政府政策相关的问题。随着互联网的存在,开始进入村庄,农民或村庄it团队可以利用它。因此,作者试图通过在水稻信息系统中使用游戏化来解决这个问题,使数据对农民来说有趣和有利可图,同时也帮助政府(Bulog, Ministry of agriculture和BPS)处理农民援助计划的透明度和数据收集。作者使用SSM的生命周期作为映射问题的方法,并选择我们构建游戏化系统所需的机制和元素。本文旨在探讨如何在水稻信息系统中实施游戏化,以及如何利用利益相关者任务、规则和游戏化元素来帮助政府收集数据和促进电子参与。本文认为游戏化过程可以应用于水稻信息系统。但要在现实生活中实施,还需要政府的支持。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing a Conceptual Model for Rice Information Systems using Gamification and Soft System Methodology
Rice is one of the important commodities in Indonesia, but there are problems related to rice harvest production data and government policy. With the existence of internet network that started to enter the village, it can be utilized by the farmer or village IT team. Therefore, authors try to solve the problem by using gamification in rice information system to make data interesting and profitable for the farmer but also help the government (Bulog, Ministry of Aggriculture, and BPS) in handling farmer aid program transparency and data collection. The authors use life cycle of SSM as a method to map the problem and to choose what mechanic and element we needed to build this gamified system. The purpose of this paper is to discuss how to implement gamification in rice information system, what the stakeholder task, rule, and gamified element could be used to help government for gathering data and promoting e-participation. This paper concluded that the gamification process could be used in rice information system. But for the real-life implementation, it’s still needed support from the government.
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