Manuaba, Ida Bagus Kerthyayana
Binus University

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Game Prototype for Daily English Practice: An Approach Design by using a Puzzle, Riddle and Adventure Scenario Ali, Chaidir; Thiodorus, Ronald; Manuaba, Ida Bagus Kerthyayana
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 2 (2016)
Publisher : Binus University

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Abstract

Abstract— English language is one of many languages which has been used to communicate around the world. In era of global competition, where most people do interaction borderless, language plays an important role as communication tool. However, many people in the countries where English is a second language, where they rarely speak English in daily life, it could cause lack of confidence which is leading them to be left behind in global competition. In forestall this issue, it is important for people to practice English since early stages of education and use it in daily activity. This paper proposes an alternative solution to improve confidence in learning English in fun way. By creating educational game that can be played in daily activity, it is expected could help people, especially young generation, to improve confidence in practicing English.
Gamification: Blood Donor Apps for IOS Devices Sabani, Alvedi Chandra; Manuaba, Ida Bagus Kerthyayana; Adi, Erwin
Journal of Game, Game Art, and Gamification (JGGAG) Vol 1, No 1 (2016)
Publisher : Binus University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (8509.84 KB)

Abstract

Humans need blood for their living and there is no substitute for blood. Based on the statistic conducted by Australian Red Cross, 1 in 3 people will need blood donation once in their lifetime. However, only 1.5% of Indonesian people who donate their blood. In order to support this unbalanced blood donation‘s supply and demand. An application named Game4Life was developed and tested. This paper aims to implement Gamification on iOS devices to encourage users donating their blood and helps to end this shortage. This paper focused on developing features that would help blood donors to schedule their donation as well as reward and achievement system to motivate future donors and keep them engaged. The deliverable prototype of this paper is implementable and expandable in real life with corporation of Palang Merah Indonesia and Company Sponsor. Based on the User Acceptance Test result and Palang Merah Indonesia's response, Game4Life has been successfully satisfying its scope and requirements.