Gamification pada Papan Kanban untuk Peningkatan Performa Pengembangan Perangkat Lunak

M. Riefard, Rifqi (2025) Gamification pada Papan Kanban untuk Peningkatan Performa Pengembangan Perangkat Lunak. Masters thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Pendekatan Gamification muncul sebagai solusi potensial untuk meningkatkan motivasi, keterlibatan, dan kinerja individu dalam berbagai konteks, termasuk manajemen proyek perangkat lunak. Penelitian ini menyelidiki dampak penerapan elemen-elemen Gamification pada Papan Kanban dalam lingkungan pengembangan perangkat lunak menggunakan Octalysis Framework, yang mencakup total 32 elemen gamifikasi, yang mewakili 8 Octalysis Gamification Core Drives. Core Drive Accomplishment menjadi yang paling berpengaruh dengan elemen seperti points, leaderboard, dan award harian, diikuti oleh Core Drive Social Influence melalui social reward dan collaboration. Hasil penelitian menunjukkan bahwa penerapan gamifikasi bersamaan dengan reward eksternal secara signifikan meningkatkan variabel-variabel utama, seperti Jira Time dari rata-rata 47.801 detik menjadi 91.056 detik, Jira Session dari 860 sesi menjadi 1.552 sesi, Issue Created dari 34,53 menjadi 107,8, Issue Resolved dari 39,68 menjadi 72,1, Attachment dari 16,26 menjadi 43,8, dan Comment dari 9,84 menjadi 93,4 dibandingkan dengan fase tanpa gamifikasi. Produktivitas juga meningkat dengan penurunan waktu penyelesaian tugas rata-rata sebesar 20% dan peningkatan jumlah tugas yang diselesaikan hingga 38,89%. Korelasi Spearman menunjukkan bahwa elemen Gamification memiliki hubungan kuat dengan komentar (71%) dan lampiran (65%), menandakan peningkatan aktivitas kolaboratif. Selain itu, kelompok dengan pengalaman senior mencatat keterlibatan tertinggi (72%) dibandingkan intermediate (60%) dan junior (50%). Penelitian ini memberikan wawasan baru bahwa elemen Gamification berbasis Octalysis Framework tidak hanya meningkatkan motivasi dan keterlibatan tetapi juga memperbaiki efisiensi dan kolaborasi tim pengembang perangkat lunak.
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The Gamification approach emerges as a potential solution to enhance motivation, engagement, and individual performance across various contexts, including software project management. This study investigates the impact of implementing Gamification elements on the Kanban Board in a software development environment using the Octalysis Framework, encompassing a total of 32 Gamification elements representing 8 Octalysis Gamification Core Drives. The Core Drive Accomplishment was the most influential, with elements such as points, leaderboards, and daily awards, followed by the Core Drive Social Influence through social rewards and collaboration. The study results show that the implementation of Gamification alongside external rewards significantly improved key variables, such as Jira Time from an average of 47,801 seconds to 91,056 seconds, Jira Session from 860 sessions to 1,552 sessions, Issue Created from 34.53 to 107.8, Issue Resolved from 39.68 to 72.1, Attachment from 16.26 to 43.8, and Comment from 9.84 to 93.4 compared to the non-Gamification phase. Productivity also increased with a 20% reduction in average task completion time and a 38.89% increase in the number of completed tasks. Spearman correlation indicates a strong relationship between Gamification elements and comments (71%) as well as attachments (65%), signaling improved collaborative activity. Moreover, the senior experience group recorded the highest engagement (72%) compared to intermediate (60%) and junior (50%) groups. This study provides new insights that Gamification elements based on the Octalysis Framework not only enhance motivation and engagement but also improve efficiency and collaboration within software development teams

Item Type: Thesis (Masters)
Uncontrolled Keywords: Gamification, Manajemen Proyek, Octalysis Framework, Papan Kanban, Pengembangan Perangkat Lunak, Gamification, Kanban Board, Octalysis Framework, Project Management, Software Development
Subjects: T Technology > T Technology (General) > T58.8 Productivity. Efficiency
T Technology > T Technology (General) > T59.7 Human-machine systems.
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55101-(S2) Master Thesis
Depositing User: Rifqi M. Riefard
Date Deposited: 23 Jan 2025 08:03
Last Modified: 23 Jan 2025 08:03
URI: http://repository.its.ac.id/id/eprint/116773

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