Evaluasi Penerapan Gamification Pada Keterlibatan Karyawan Di Sistem Informasi Sumber Daya Manusia

Prakoso, Bayu Adi (2025) Evaluasi Penerapan Gamification Pada Keterlibatan Karyawan Di Sistem Informasi Sumber Daya Manusia. Masters thesis, Institut Teknologi Sepuluh Nopember.

[thumbnail of 6032222049-Master_Thesis.pdf] Text
6032222049-Master_Thesis.pdf - Accepted Version
Restricted to Repository staff only until 1 April 2027.

Download (11MB) | Request a copy

Abstract

Pandemi COVID-19 telah menyebabkan perubahan besar dalam lingkungan kerja, termasuk peningkatan kerja dari rumah yang berdampak negatif pada keterlibatan karyawan. Untuk mengatasi masalah ini, berbagai pendekatan telah dicoba, salah satunya adalah gamification, yang menunjukkan potensi besar dalam meningkatkan keterlibatan karyawan. Penelitian ini bertujuan untuk mengevaluasi penerapan gamification dalam sistem informasi sumber daya manusia atau human resource information system (HRIS) dalam meningkatkan keterlibatan karyawan. Metodologi pengembangan gamification dalam penelitian ini melibatkan dua iterasi Design Thinking, yang mana iterasi pertama berfokus pada pengembangan fitur berdasarkan delapan dorongan inti kerangka Octalysis, sedangkan iterasi kedua mengkaji fase perjalanan pengguna (User Journey Phases). Proses penelitian ini akan mencakup wawancara mendalam, pengujian ketergunaan (Usability Testing), dan pengukuran keterlibatan karyawan menggunakan Utrecht Work Engagement Scale (UWES). Hasil penelitian menunjukkan bahwa elemen gamification yang dirancang dengan baik dapat meningkatkan energi (vigor) secara signifikan namun tidak signifikan pada dimensi dedikasi (dedication), dan keterlibatan penuh (absorption) karyawan, memberikan wawasan penting bagi manajemen untuk menciptakan lingkungan kerja yang lebih produktif dan terlibat.

====================================================================================================================================

The COVID-19 pandemic has led to significant changes in the work environment, including an increase in remote work, negatively impacting employee engagement. Various approaches have been attempted to address this issue, including gamification, which shows great potential in enhancing employee engagement. This study aims to evaluate the implementation of gamification in Human Resource Information Systems (HRIS) to improve employee engagement. The methodology used in this research involves two iterations of Design Thinking, where the first iteration focuses on developing features based on the eight core drives of the Octalysis framework. In contrast, the second iteration examines the phases of the user journey. The research process includes in-depth interviews, usability testing, and employee engagement measurement using the Utrecht Work Engagement Scale (UWES). The research findings indicate that well-designed gamification elements can significantly enhance energy (vigor) but do not affect on the dimensions of dedication and full engagement (absorption) among employees, providing critical insights for management to create a more productive and engaging work environment.

Item Type: Thesis (Masters)
Uncontrolled Keywords: Keywords: Gamification, HRIS, Employee Engagement, Design Thinking, Octalysis, Utrecht Work Engagement Survey
Subjects: T Technology > T Technology (General) > T58.64 Information resources management
T Technology > TS Manufactures > TS171 Product design
Divisions: Interdisciplinary School of Management and Technology (SIMT) > 61101-Master of Technology Management (MMT)
Depositing User: Bayu Adi Prakoso
Date Deposited: 28 Jan 2025 22:35
Last Modified: 28 Jan 2025 22:35
URI: http://repository.its.ac.id/id/eprint/117017

Actions (login required)

View Item View Item