N. Wirastuti, Komang Oka Saputra, Kadek Darmaastawan, I. Mkwawa
{"title":"传统乡村活动调度考勤系统中的游戏化模式","authors":"N. Wirastuti, Komang Oka Saputra, Kadek Darmaastawan, I. Mkwawa","doi":"10.1109/ICSGTEIS53426.2021.9650398","DOIUrl":null,"url":null,"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.","PeriodicalId":345626,"journal":{"name":"2021 International Conference on Smart-Green Technology in Electrical and Information Systems (ICSGTEIS)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification Model in Scheduling and Attendance System of Traditional Village Activities\",\"authors\":\"N. Wirastuti, Komang Oka Saputra, Kadek Darmaastawan, I. Mkwawa\",\"doi\":\"10.1109/ICSGTEIS53426.2021.9650398\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":345626,\"journal\":{\"name\":\"2021 International Conference on Smart-Green Technology in Electrical and Information Systems (ICSGTEIS)\",\"volume\":\"56 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-10-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 International Conference on Smart-Green Technology in Electrical and Information Systems (ICSGTEIS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICSGTEIS53426.2021.9650398\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 International Conference on Smart-Green Technology in Electrical and Information Systems (ICSGTEIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSGTEIS53426.2021.9650398","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification Model in Scheduling and Attendance System of Traditional Village Activities
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.