Analisis dan Implementasi Gamification pada Crowdsourcing Studi Kasus Open Library Universitas Telkom

Authors

  • Fadila Zain Telkom University
  • Indra Lukmana Sardi Telkom University
  • Danang Junaedi Telkom University

Abstract

Abstrak Open Library Universitas Telkom, sudah menerapkan crowdsourcing berupa fitur mengulas buku dan mengajukan buku untuk dijadikan koleksi. Namun, dari hasil evaluasi menggunakan metode Technology Acceptance Model (TAM), menyatakan bahwa anggota Open Library menunjukkan sikap berupa tidak merasa senang, nyaman dan menikmati ketika berpartisipasi pada crowdsourcing di Open Library, sehingga berpengaruh pada minat untuk berpartisipasi pada crowdsourcing. Kurangnya minat anggota Open Library untuk berpartisipasi pada crowdsourcing, bisa menyebabkan pemberian layanan perpustakaan terhadap anggotanya kurang maksimal. Maka dari itu, diperlukan sebuah metode yang bisa meningkatkan minat anggota Open Library untuk berpartisipasi dalam crowdsourcing di Open Library. Yaitu gamification, karena bisa membantu anggotanya untuk melakukan tugas lebih baik, memberikan feedback dan motivasi kepada pengguna. Selain itu, gamification bisa menambah engagement pengguna karena peningkatkan aktivitas, interaksi sosial dan produktivitas pengguna. Dari hasil penerapan gamification pada Open Library didapatkan bahwa Gamification yang diterapkan pada Open Library memengaruhi minat anggota Open Library sebanyak 24.4% untuk berpartisipasi pada crowdsourcing di Open Library dengan cara meningkatkan perasaan senang, nyaman dan menikmati. Namun, tidak untuk anggota Open Library yang mempunyai player types berjenis explorer, yang masih berada di kriteria buruk. Kata Kunci: Crowdsourcing, Digital Library, Gamification, Technology Acceptance Model, Open Library Abstract Telkom University Open Library has implemented crowdsourcing in the form of reviewing books and submitting books for the library's collection. However, the results of the evaluation using the Technology Acceptance Model (TAM) method, stated that Open Library members showed an attitude of not feeling happy, comfortable and enjoying when participating in crowdsourcing in the Open Library so that it affected the interest to participate in crowdsourcing. Lack of interest in Open Library members to participate in crowdsourcing can cause library services to its members to be less than optimal. Therefore, we need a method that can increase the interest of Open Library members to participate in crowdsourcing in the Open Library. Namely, gamification because it can help members to perform tasks better, provide feedback and motivation to users. In addition, gamification can increase user engagement because of increased activity, social interaction and user productivity. From the results of the application of gamification in the Open Library, it was found that Gamification applied to the Open Library affected the interests of Open Library members as much as 24.4% to participate in crowdsourcing in the Open Library by increasing feelings of pleasure, comfort, and enjoyment. However, not for Open Library members who have explorer type players, which are still in bad criteria. Keywords: Crowdsourcing, Digital Library, Gamification, Technology Acceptance Model, Open Librar

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Published

2020-04-01

Issue

Section

Program Studi S1 Informatika