Research Article
The Application of Gamification in Attendance Information System at ITB STIKOM Bali Jimbaran Campus
@INPROCEEDINGS{10.4108/eai.27-11-2021.2315528, author={Rifky Lana Rahardian and Wayan Widya Artana and I Gusti Ayu Sri Melati}, title={The Application of Gamification in Attendance Information System at ITB STIKOM Bali Jimbaran Campus}, proceedings={Proceedings of the 4th International Conference on Vocational Education and Technology, IConVET 2021, 27 November 2021, Singaraja, Bali, Indonesia}, publisher={EAI}, proceedings_a={ICONVET}, year={2022}, month={2}, keywords={gamification attendance system information}, doi={10.4108/eai.27-11-2021.2315528} }
- Rifky Lana Rahardian
Wayan Widya Artana
I Gusti Ayu Sri Melati
Year: 2022
The Application of Gamification in Attendance Information System at ITB STIKOM Bali Jimbaran Campus
ICONVET
EAI
DOI: 10.4108/eai.27-11-2021.2315528
Abstract
Data collection and attendance information in a company is crucial, and the use of information systems in all organizations or companies is unavoidable. It is necessary to create a web-based attendance information system at ITB STIKOM Bali Jimbaran Campus to support the work of the Human Resource Department (HRD) division and make it easier for employees to view their attendance. This process was previously done manually through recording process using Microsoft excel and checking employee delays one by one. Employees did not have a system to see their daily attendance. In this study, the researchers applied the use of information technology called gamification to the attendance information system that has been built. This gamification concept can be combined with various fields to produce an interesting information system and increase the motivation of user performance, in this case, the employees at ITB STIKOM Bali Jimbaran Campus. This research developed a system that has been posted on the www.stikom-jimbaran.com page, tested, and used for approximately seven months. From the observations and HRD recap, the rate of employee tardiness decreased by 50%. Thus, this research was aimed to build a system to make work easier and prove that gamification can improve performance.