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  • v Universitas Kristen Maranatha

    ABSTRAK

    Survei adalah pengumpulan informasi lewat pengambilan dan pengelolaan data sampel.

    Pada penerapannya survei dapat dilakukan melalui media lisan, tulisan, atau kombinasi

    dari keduanya. Penerapan survei lewat media tulisan mengalami perkembangan dengan

    hadirnya online survey. Pada pembuatan survei lewat online survey, penyurvei harus

    memperhatikan kualitas survei yang dibuat. Kualitas survei akan mempengaruhi kualitas

    data survei yang dihasilkan. Tingkat motivasi penyurvei dalam membuat survei dapat

    mempengaruhi kualitas survei yang dihasilkan. Semakin tinggi motivasi penyurvei dalam

    membuat survei, semakin tinggi kualitas survei yang dihasilkan. Motivasi penyurvei dapat

    ditingkatkan dengan teknik gamifikasi yang memadukan unsur-unsur permainan pada

    lingkungan dan sistem. Implementasi teknik gamifikasi pada onlines survey menggunakan

    Octalysis Framework dengan fokus pada peningkatan motivasi responden lewat 8

    (delapan) Core Drives yang mewakili dorongan motivasi manusia. Octalysis Framework

    memiliki 5 (lima) level kedalaman dan analisa dalam penerapannya, namun pada

    umumnya penerapan dilakukan sampai pada level 2 (dua) dengan analisa pada setiap fase

    pengguna dalam permainan. Penerapan Octalysis Framework pada online survey

    difokuskan untuk pengembangan lingkungan system penyurvei. Pada prosesnya, perlu

    dilakukan pemahaman teori, analisa, perancangan, desain sistem, lalu dilanjutkan dengan

    implementasi dan pengujian dengan melakukan black box testing dan survei pada 24

    orang. Simpulan diambil dari keberhasilan penerapan Octalysis Framework untuk

    memotivasi penyurvei dalam membuat survei. Dimana hasil dari penelitian adalah

    gamifikasi dengan Octalysis Framework meningkatkan motivasi penyurvei dalam membuat

    survei dan fitur dengan pengaruh terbesar adalah mystery box. Untuk ke depannya,

    penelitian dapat dilakukan menggunakan metode gamifikasi lain untuk dibandingkan

    dengan hasil dari penelitian ini.

    Kata kunci: Gamifikasi, Octalysis Framework, Online Survey, Survei

  • vi Universitas Kristen Maranatha

    ABSTRACT

    Surveyor collecting information by taking and processing sample data. Survey's

    implementation can be done through interview, questionnaire, and both. Survey through

    questionnaire evolve to online survey. When making survey using online survey, surveyor

    should pay attention to the quality of the survey. Survey's quality will affect to collected

    data's quality. Level of surveyor's motivation in developing survey will affect to the survey's

    quality. The higher of surveyor's motivation in developing survey, the higher of survey's

    quality. Surveyor's motivation can be improved by utilizing gamification, which are using

    game elements in system. There are several gamification framework than can be

    implemented in online survey. One of them is Octalysis Framework that focused to

    improving motivation using 8 core drives to encourage human's motivation. Octalysis

    Framework have 5 level depth. In general case, application of Octalysis Framework limited

    to 2 level that analyze every phase player in game. Application of Octalysis Framework in

    online survey focused to developing system environment for surveyors. Process begin with

    studying theory, analyzing, development, system design, implementation, and testing by

    black box testing and survey to 24 respondent. The conclusion of this research is

    application of gamification technique using octalysis framework boost surveyor's

    motivation to create survey. Feature with greatest influence for boosting surveyor's

    motivation is mystery box. For further, research can be done using other gamification

    framework to compare with this research.

    Keywords: Gamification, Octalysis Framework, Online Survey, Survey

  • vii Universitas Kristen Maranatha

    DAFTAR ISI

    LEMBAR PENGESAHAN ..................................................................................... i

    PERNYATAAN ORISINALISTAS LAPORAN PENELITIAN ........................... ii

    PERNYATAAN PUBLIKASI LAPORAN PENELITIAN .................................. iii

    PRAKATA ............................................................................................................. iv

    ABSTRAK .............................................................................................................. v

    ABSTRACT ........................................................................................................... vi

    DAFTAR ISI ......................................................................................................... vii

    DAFTAR GAMBAR ....................................................................................... xxviii

    DAFTAR TABEL ............................................................................................ xxxix

    DAFTAR NOTASI/ LAMBANG ..................................................................... xlviii

    DAFTAR SINGKATAN ......................................................................................... l

    DAFTAR ISTILAH ................................................................................................ li

    BAB 1 PENDAHULUAN ...................................................................................... 1

    1.1 Latar Belakang .............................................................................................. 1

    1.2 Rumusan Masalah ......................................................................................... 2

    1.3 Tujuan Pembahasan ...................................................................................... 2

    1.4 Ruang Lingkup .............................................................................................. 3

    1.5 Sumber Data .................................................................................................. 3

    1.6 Sistematika Penyajian ................................................................................... 4

    BAB 2 KAJIAN TEORI ......................................................................................... 6

    2.1 Survei ............................................................................................................ 6

    2.2 Online Survey ................................................................................................ 7

    2.2.1 Kelebihan Online Survey........................................................................ 7

    2.2.2 Kekurangan Online Survey .................................................................... 9

  • viii Universitas Kristen Maranatha

    2.3 Langkah-langkah Pembuatan Online Survey .............................................. 10

    2.4 Gamifikasi ................................................................................................... 11

    2.5 MDA Framework ........................................................................................ 12

    2.5.1 Mekanika .............................................................................................. 12

    2.5.2 Dinamika .............................................................................................. 19

    2.5.3 Estetika ................................................................................................. 22

    2.6 Octalysis Framework .................................................................................. 22

    2.6.1 Otak Kiri dan Otak Kanan.................................................................... 32

    2.6.2 Black Hat vs White Hat........................................................................ 34

    2.6.3 Merancang Gamifikasi menggunakan Octalysis Framework .............. 35

    2.7 Referensi Implementasi Gamifikasi ............................................................ 38

    2.8 Design Pattern ............................................................................................ 43

    2.9 Bahasa Pemodelan ...................................................................................... 44

    2.9.1 Flowchart ............................................................................................. 44

    2.9.2 Entity-Relationship Modeling .............................................................. 45

    2.9.3 Unified Modeling Language (UML) .................................................... 45

    2.9.3.1 Use Case Diagram ........................................................................ 45

    2.9.3.2 Activity Diagram ........................................................................... 46

    2.9.3.3 Class Diagram .............................................................................. 46

    2.10 Pengujian Aplikasi .................................................................................... 47

    BAB 3 ANALISIS DAN RANCANGAN SISTEM ............................................. 49

    3.1 Octalysis Strategy Dashboard ..................................................................... 49

    3.1.1 Business Metrics .................................................................................. 49

    3.1.2 User Types ........................................................................................... 49

    3.1.3 Desired Actions ...............