Sinly, Cynthia and Rusli, Andre and Winarno, P.M (2018) Utilizing Gamification to Improve User Participation in Online Judge. In: 2018 Joint 10th International Conference on Soft Computing and Intelligent Systems (SCIS), 5-8 Dec. 2018, Toyama, Japan.
Full text not available from this repository.Abstract
Lack of user participation has often been a problem in many software products. As a software product which functions to train and improve its user's programming and problem-solving skills, an online judge system's objective cannot be achieved if the users are not actively participating in using the system. In this research, we focus on a web based online judge (OJ) system owned and used by the students in Universitas Multimedia Nusantara (UMN OJ) and found that improving user engagement and encouraging them to use a software solution is a challenging task. Gamification has received a great deal of attention in recent years as a method to improve user motivation to be actively engaged in a system, including information systems. This research utilizes gamification to redesign and build the current OJ to be more engaging, thus improving the user participation rate. The results show that the gamified system can improve user participation as the users are more active in solving programming problems and scores positive on the user acceptance test.
Item Type: | Conference or Workshop Item (Paper) |
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Keywords: | Programming , Games , Software , Informatics , Task analysis , Tools |
Subjects: | 000 Computer Science, Information and General Works > 000 Computer Science, Knowledge and Systems > 003 Systems (Computer Modeling and Simulation) 000 Computer Science, Information and General Works > 000 Computer Science, Knowledge and Systems > 005 Computer Programming |
Divisions: | Faculty of Engineering & Informatics > Informatics |
Depositing User: | Administrator UMN Library |
Date Deposited: | 13 Oct 2021 05:15 |
Last Modified: | 13 Oct 2021 05:15 |
URI: | https://kc.umn.ac.id/id/eprint/18720 |
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