The Eleven Stages of University: How to Implement A Combination of Gamification-Board game-Metaverse-AI

Indra Gamayanto, Arta Moro Sundjaja, Adele B L Mailangkay, Tamsir Hasudungan Sirait

Abstract


Abstract

Technology is developing rapidly, and we need significant changes. One of them is the University. Universities are one of the pillars of the Country's progress, but not only this, the most basic level of education, from elementary school to higher levels, requires change. If we do not change and open our minds and eyes to change, we will not be able to deal with this long-term. Therefore, this concept research was done, and one of the most important reasons is "a significant change in all the ways we educate." This research is a development of the concept of the seven stages of maturity level inside a University, which is the basis for developing the next idea, namely the new average University, which consists of eight stages. In researching this concept, we will go through eleven stages, starting from gamification (step nine), board game (step ten), and metaverse (stage eleven).Further research has continued. There is still the final stage to complete this concept, which we will make after this research is thorough. The results of this study are the framework and the maturity level of University Profiling 2.0, which will become the basis for implementing gamification, board games, and metaverse in universities. They can even be applied in the most basic and advanced education. Remember: Change can only occur when human resources, habits/culture, and information technology/infrastructure are ready. We must keep these three things separate in building a high-quality education.

 

Keywords: University, Education, Metaverse, Gamification, Board Game

Abstrak

Teknologi berkembang dengan pesat, dan kita membutuhkan perubahan yang signifikan. Salah satunya adalah Universitas. Universitas merupakan salah satu pilar kemajuan Negara, namun tidak hanya itu, jenjang pendidikan paling dasar, dari sekolah dasar hingga jenjang yang lebih tinggi, juga memerlukan perubahan. Jika kita tidak berubah dan membuka pikiran serta mata kita untuk perubahan, kita tidak akan mampu menghadapinya dalam jangka panjang. Oleh karena itu, penelitian konsep ini dilakukan, dan salah satu alasan terpentingnya adalah "perubahan yang signifikan dalam semua cara kita mendidik." Penelitian ini merupakan pengembangan dari konsep tujuh tahap tingkat kematangan dalam sebuah Universitas, yang menjadi dasar untuk mengembangkan gagasan selanjutnya, yaitu Universitas rata-rata baru, yang terdiri dari delapan tahap. Dalam meneliti konsep ini, kita akan melalui sebelas tahap, mulai dari gamifikasi (tahap kesembilan), permainan papan (tahap kesepuluh), dan metaverse (tahap kesebelas). Penelitian lebih lanjut terus dilakukan. Masih ada tahap akhir untuk melengkapi konsep ini, yang akan kita buat setelah penelitian ini tuntas. Hasil dari penelitian ini adalah kerangka kerja dan tingkat kematangan University Profiling 2.0 yang akan menjadi dasar penerapan gamifikasi, permainan papan, dan metaverse di perguruan tinggi. Bahkan, dapat diterapkan di jenjang pendidikan paling dasar dan tingkat lanjut. Ingat: Perubahan hanya dapat terjadi jika sumber daya manusia, kebiasaan/budaya, dan teknologi/infrastruktur informasi telah siap. Ketiga hal ini harus kita pisahkan dalam membangun pendidikan yang bermutu.

 

Kata kunci:  Universitas, Pendidikan, Metaverse-AI, Gamifikasi, Permainan Papan


Keywords


University, Education, Metaverse, Gamification, Board Game

Full Text:

PDF

References


Gardner, Howard, “Five Minds for the Future,” Harvard Business Publishing. Accessed: May 24, 2023. [Online]. Available: https://hbsp.harvard.edu/product/10123-PDF-ENG

Liker, Jeffrey, “The Toyota Way, Second Edition: 14 Management Principles from the World’s.” Accessed: May 24, 2023. [Online]. Available: https://www.amazon.com/Toyota-Way-Second-Management-Manufacturer/dp/1260468518

Simon,Phil, “The Age of the Platform: How Amazon, Apple, Facebook, and Google Have Redefined Business.” Accessed: May 24, 2023. [Online]. Available: https://www.amazon.com/Age-Platform-Facebook-Redefined-Business/dp/0982930259

M. Sheehan, “Human resource management and performance: Evidence from small and medium-sized firms,” Int. Small Bus. J., vol. 32, no. 5, pp. 545–570, Aug. 2014, doi: 10.1177/0266242612465454.

E. Bennett, Elisabeth, “Introducing New Perspectives on Virtual Human Resource Development.” Accessed: May 24, 2023. [Online]. Available: https://journals.sagepub.com/doi/10.1177/1523422314532091

M. Armstrong and D. Brown, “Strategic Human Resource Management: Back to the future?”.

R. V. Krejcie and D. W. Morgan, “Determining Sample Size for Research Activities,” Educ. Psychol. Meas., vol. 30, no. 3, pp. 607–610, Sep. 1970, doi: 10.1177/001316447003000308.

R. P. Shrivastava, Neha ; Singh and Brijendra Singh Yadav, “johari window approach in mentoring management students- an empirical study of up and uttarakhand (india),” Sch. Res. J. Interdiscip. Stud., vol. 4, no. 49366, pp. 6410–6420, 2017.

F. F. Hanum, K. Komalasari, and I. S. Masyitoh, “The Need of Instructional Media Online for Senior High School Students in Civic Education,” presented at the Annual Civic Education Conference (ACEC 2018), Atlantis Press, Nov. 2018, pp. 147–150. doi: 10.2991/acec-18.2018.37.

M. Plenkovi? and D. Musti?, “the new paradigm of participatory communication as a result of participatory culture of digital media,” 2016.

R. E. Ployhart, A. J. Nyberg, G. Reilly, and M. A. Maltarich, “Human Capital Is Dead; Long Live Human Capital Resources!,” J. Manag., vol. 40, no. 2, pp. 371–398, Feb. 2014, doi: 10.1177/0149206313512152.

Fortier, Michel and Noëlle Albert, Marie, “From Resource to Human Being: Toward Persons Management.” Accessed: May 24, 2023. [Online]. Available: https://journals.sagepub.com/doi/10.1177/2158244015604347

“the concepts of new normal university & how to design new normal social media: extraordinary case-covid 19 | gamayanto | jadecs (Journal of Art, Design, Art Education & Cultural Studies).” Accessed: Oct. 14, 2024. [Online]. Available: https://journal2.um.ac.id/index.php/dart/article/view/26909

J. del Olmo-Muñoz, A. Bueno-Baquero, R. Cózar-Gutiérrez, and J. A. González-Calero, “Exploring Gamification Approaches for Enhancing Computational Thinking in Young Learners,” Educ. Sci., vol. 13, no. 5, Art. no. 5, May 2023, doi: 10.3390/educsci13050487.

C. S. González-González, V. Muñoz-Cruz, P. A. Toledo-Delgado, and E. Nacimiento-García, “Personalized Gamification for Learning: A Reactive Chatbot Architecture Proposal,” Sensors, vol. 23, no. 1, Art. no. 1, Jan. 2023, doi: 10.3390/s23010545.

S.-Y. Huang, W. Tarng, and K.-L. Ou, “Effectiveness of AR Board Game on Computational Thinking and Programming Skills for Elementary School Students,” Systems, vol. 11, no. 1, Art. no. 1, Jan. 2023, doi: 10.3390/systems11010025.

M. Mercier and T. Lubart, “Board games enhance creativity: Evidence from two studies,” Psychol. Aesthet. Creat. Arts, p. No Pagination Specified-No Pagination Specified, 2023, doi: 10.1037/aca0000547.

P. Del Vecchio, G. Mele, E. Siachou, and G. Schito, “A structured literature review on Big Data for customer relationship management (CRM): toward a future agenda in international marketing,” Int. Mark. Rev., vol. 39, no. 5, pp. 1069–1092, Jan. 2021, doi: 10.1108/IMR-01-2021-0036.

F. M. L. B. C. Gonçalves, “How digital transformation and data integration are fundamental for sports organizations: evangelizing Portuguese sports clubs to understand and use fan data,” masterThesis, 2022. Accessed: May 24, 2023. [Online]. Available: https://run.unl.pt/handle/10362/139911

X. Liu, D. Zhang, W. Wang, F. Zhang, J. Yuan, and N. Liu, “Adaptive Charge-Compensation-Based Variable On-Time Control to Improve Input Current Distortion for CRM Boost PFC Converter,” Energies, vol. 15, no. 11, Art. no. 11, Jan. 2022, doi: 10.3390/en15114021.

Y. T. Prasetyo and K. O. S. Soliman, “Usability Evaluation of ERP Systems: A Comparison between SAP S/4 Hana & Oracle Cloud,” in 2021 IEEE 8th International Conference on Industrial Engineering and Applications (ICIEA), Apr. 2021, pp. 120–125. doi: 10.1109/ICIEA52957.2021.9436697.

R. Oltra-Badenes, H. Gil-Gomez, V. Guerola-Navarro, and P. Vicedo, “Is It Possible to Manage the Product Recovery Processes in an ERP? Analysis of Functional Needs,” Sustainability, vol. 11, no. 16, Art. no. 16, Jan. 2019, doi: 10.3390/su11164380.

D. Taghipour, M. Shabrang, H. Machiani, and N. Shamami, “Assessment and Analysis of Risk Associated with the Implementation of Enterprise Resource Planning (ERP) Project Using FMEA Technique,” vol. 3, pp. 2617–4596, May 2020, doi: 10.31058/j.mana.2020.32002.

J. M. Kouzes and B. Z. Posner, The Leadership Challenge: How to Make Extraordinary Things Happen in Organizations. John Wiley & Sons, 2023.

M. Kumar and A. R. Molla, “On the Message Complexity of Fault-Tolerant Computation: Leader Election and Agreement,” in Proceedings of the 24th International Conference on Distributed Computing and Networking, in ICDCN ’23. New York, NY, USA: Association for Computing Machinery, Jan. 2023, pp. 294–295. doi: 10.1145/3571306.3571424.

R. Bhuyan and C. Caldwell, “Addressing the Well-Being Problem – A ‘Fundamental State of Leadership’ Approach,” J. Values-Based Leadersh., vol. 16, no. 1, Dec. 2022, doi: 10.22543/1948-0733.1444.

M. Pa?kowska, “Business Information System Analysis Techniques Acceptance,” in Intelligent Sustainable Systems, A. K. Nagar, D. Singh Jat, D. K. Mishra, and A. Joshi, Eds., in Lecture Notes in Networks and Systems. Singapore: Springer Nature, 2023, pp. 339–353. doi: 10.1007/978-981-19-7660-5_30.

R. Choudhary and N. Riaz, “A business process re-engineering approach to transform business process simulation to BPMN model,” PLOS ONE, vol. 18, no. 3, p. e0277217, Mar. 2023, doi: 10.1371/journal.pone.0277217.

P. V. Krishna, “investigating the effects of the metaverse on business models,” Eng. Sci., vol. 01, no. 01, 2023.

M. Schmitt, “Big Data Analytics in the Metaverse: Business Value Creation with Artificial Intelligence and Data-Driven Decision Making,” 2023, Rochester, NY: 4385347. doi: 10.2139/ssrn.4385347.

A. J. Tallón-Ballesteros and P. Santana-Morales, Digitalization and Management Innovation: Proceedings of DMI 2022. IOS Press, 2023.




DOI: https://doi.org/10.35194/mji.v16i2.4701

Refbacks

  • There are currently no refbacks.


Copyright (c) 2024 Media Jurnal Informatika

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

This Journal is licensed under a Attribution-NonCommercial-ShareAlike 4.0 License.

©All rights reserved 2017. Media Jurnal Informatika ISSN: 2477-2542 (online); 2088-2114 (cetak).


Gedung Fakultas Teknik UNSUR Jl. Pasir Gede Raya, Cianjur, Jawa Barat 43216| Telp./Fax. (0263) 283578 |E-mail: mji@unsur.ac.id; info@ft.unsur.ac.id


Media Jurnal Informatika Indexed By:

sinta-logogarudagooglecrossref