Santo, Samuel Christopher and Iswari, Ni Made Satvika (2017) Design and Development of Animal Recognition Application Using Gamification and Sattolo Shuffle Algorithm on Android Platform. IJNMT (International Journal of New Media Technology), 4 (1). ISSN 2355-0082
Full text not available from this repository.Abstract
Information and communication technology has been developed rapidly and affected various aspects such as propagation of information and marketing strategy of tourist attraction. Kebun Binatang Ragunan is one of tourist attraction in Indonesia. Aside from recreation area, Kebun Binatang Ragunan can be a place to learn animals. However, learning animals itself tends to be less attractive and less interactive. Therefore, an application was developed as one of animal learning media to increase tourist motivation. The application developed in form of quiz game by using gamification like achievement to increase their motivation in animals learning and using Sattolo Shuffle algorithm in order to make quiz more varied. After testing, the application is known affect the Behavioral Intention to Use level around 76.96% and Immersion level around 82.43% in giving motivation and attracting tourist attention to use the application. Sattolo Shuffle algorithm successfully applied in application to produce a unique sequence of each randomized quiz.
Item Type: | Article |
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Subjects: | 000 Computer Science, Information and General Works > 000 Computer Science, Knowledge and Systems > 005 Computer Programming 700 Arts and Recreation > 790 Outline of Sports, Games and Entertainment |
Divisions: | Faculty of Engineering & Informatics > Informatics |
Depositing User: | Administrator UMN Library |
Date Deposited: | 11 Oct 2021 09:40 |
Last Modified: | 11 Oct 2021 09:40 |
URI: | https://kc.umn.ac.id/id/eprint/18641 |
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