A Robust Framework using Gamification to Increase Scientific Publication Productivity
2020
This research focuses on the scientific publication productivity of higher learning institutions in Indonesia. The scientific publication productivity at Indonesia's higher learning institutions is still not ideal. Based on this issue, this study aims for a contribution in the form of a mechanism used as the main solution in optimizing scientific publication productivity. This mechanism is in the form of a framework based on gamification. This framework model consists of nine independent variables and 4 dependent variables. The independent variables used are networks, teamwork, competition, scores, leveling up, points, goals, inventory, and teammate. The dependent variable used is good sharing behavior, motivations, competence, and scientific publication enhancement. Researchers also make improvements to the Score variable, so that the calculation and ranking results become more accurate. Based on the preliminary test of the proposed framework, it shows that each construct of the framework has a positive impact on increasing motivations, except Leveling Up, while High Motivation had a positive impact of 0.807 on scientific publication enhancement. For reliability testing, done using AVE, CR, and CA shows all constructs have good reliability.
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