Design of Smart Gamification In Village Tourism: An Indonesian Case Study

被引:6
作者
Bahtiar, Arief Rais [1 ]
Segara, Alon Jala Tirta [1 ]
Suyoto [1 ]
机构
[1] Univ Atma Jaya Yogyakarta, Dept Informat Engn, Yogyakarta, Indonesia
来源
INTERNATIONAL JOURNAL OF ENGINEERING PEDAGOGY | 2020年 / 10卷 / 01期
关键词
Gamification; village tourism; farming; reward;
D O I
10.3991/ijep.v10i1.11522
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In 2018, public interest in Indonesia tourism reached 303 403 888 people. The benefits of tourist destinations in Indonesia finally form three patterns, namely natural, cultural, and human-made. City and village tourism are very popular with the community because of the high interest of the community to capture the moments of Instagram able and viral tourism spots. One of them is village tourism. For people who are educated with life in the village, it is necessary to make it more interesting with gamification. In this study, the aim was to change the pattern of visitors' activities, which initially only took pictures but were also invited to explore the village potential through a mobile application. Also, this study is used to improve and help preserve and introduce village tourism potential. Gamification can be an alternative to developing village tourism potential. A common occurrence in tourist villages is a lack of management innovation to add village tourism potential to visitors further. So, we design mobile village tourism for village education. This activity is an education that contains planting plants. The results of this application are of rice planting and fruit picking games. Each set consists of two levels. Level 1 includes educational games and level 2 games about team cohesiveness. Each game will offer a reward. The rewards that we design are based on prizes that are liked by elementary school students.
引用
收藏
页码:82 / 93
页数:12
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