ICGTEIS2021 Revised1

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

GAMIFICATION MODEL IN SCHEDULING

AND ATTENDANCE SYSTEM OF BALINESE


TRADITIONAL VILLAGE ACTIVITIES
3rd Darmaastawan Kadek
1st Wirastuti NMAED 2nd Saputra Komang Oka
Post Graduated Study Program of
Study Program of Electrical Study Program of Electrical
Electrical Engineering
Engineering Engineering
Faculty of Engineering, Udayana
Faculty of Engineering, Udayana Faculty of Engineering, Udayana
University
University University
Bali, Indonesia
Bali, Indonesia Bali, Indonesia
k.darmaastawan@gmail.com
dewi.wirastuti@unud.ac.id okasaputra@unud.ac.id
4th Is-Haka Mkwawa
School of Engineering, Computing and
Mathematics
University of Plymouth
United Kingdom
Is-Haka.mkwawa@plymouth.ac.uk

Abstract—In this modern era, Krama Banjar Adat began to process takes time, therefore an attendance system is needed
leave activities of Balinese cooperation activity, deliberative to simplify the attendance check process. Scheduling and
meetings, including paying dues, which was caused by a lack of attendance information systems provide many benefits for
motivation to participate in these activities. The shift in the Balinese several groups of people, especially village administrators, in
people's lifestyle from agricultural to industrial culture is one of the arranging activities. However, the scheduling and attendance
causes of the reduced motivation of Krama Banjar Adat to information system alone has not been able to encourage
participate in these activities. On the other hand, gamification can Krama Banjar Adat to participate in these activities actively.
be used to encourage someone to continue to be involved in an
activity, including traditional village activities. Our contribution in In this modern era, Krama Banjar Adat began to leave
this paper is to develop model of gamification model of gamification these activities, which was caused by a lack of motivation to
on three Krama Banjar Adat Activities namely, petedunan, participate in these activities. The shift in the Balinese people's
pepesuan, and peturunan. This model can be used as a blueprint lifestyle from agricultural to industrial culture is one of the
when designing information system in terms of scheduling and causes of the reduced motivation of Krama Banjar Adat to
attendance system in Krama Banjar Adat activities. participate in these activities. This shift has caused many
Krama Banjar Adat to migrate to the city to work and are busy
Keywords—bali, desa adat, krama, gamification, attendance with their daily routines, causing them to be unwilling to
system, motivation.
return to the village to participate in village customary
activities [8]. This problem will result in activities that have
I. INTRODUCTION become the culture and tradition of the Balinese people to
Bali is an island in Indonesia that is well-known for its slowly disappear and become extinct if a solution is not
various cultures that are attached to its people, such as immediately found [9].
Balinese music, performing arts, and religious rituals [1], [2]. One of the ways so that the traditions and culture of
This culture is realized through various activities carried out activities in Bali are not lost is to increase the motivation of
by Krama Banjar Adat of a traditional village in Bali called the Krama Banjar Adat to participate in traditional village
Krama Banjar Adat, such as Balinese cooperation activity, activities. Increasing motivation can be done in several ways,
deliberative meetings, including paying dues. Krama Banjar one of which is by using gamification [10]. Gamification is a
Adat regularly carries out these activities to prepare for concept for implementing game mechanisms, such as points,
religious ceremonies, wedding ceremonies, and funerals. All levels, and leaderboards, in systems that are not related to
of these activities have a similar process flow that begins with games, such as management information systems [11], [12].
making announcements regarding the time and date of the Several previous studies related to gamification stated that
activity. The next process is confirmation from Krama Banjar gamification is very useful, especially in increasing
Adat regarding attendance at the activity. The process will be motivation to participate in an activity [13], [14]. Furthermore,
ended with a village apparatus checking the attendance of the research [15] and [16] state that gamification can be used to
Krama Banjar Adat during the activity. encourage someone to continue to be involved in an activity,
With the rapid development of technology, information including traditional village activities.
systems such as scheduling and attendance systems can To the best of our knowledge, no previous study has
accommodate the flow of these activities, which increases implemented gamification in Krama Banjar Adat activities. In
their efficiency. Studies [3]–[6] state that traditional village this paper we design the model of gamification on three
information and scheduling systems can increase work Krama Banjar Adat Activities namely, petedunan, pepesuan,
effectiveness and efficiency. Moreover, Balinese traditional and peturunan. This paper consists of five sections. Section 2
villages have relatively many activities, which causes explains the terms and flow of activities in Balinese traditional
inefficient manual attendance checks [1]. Furthermore, villages. The activities in Balinese village are then described
research [7] also states that the manual attendance check in Section 3. Section 4 then shows our proposed gamification

XXX-X-XXXX-XXXX-X/XX/$XX.00 ©20XX IEEE


model to the activity schedule and attendance system provided has equal voting rights, therefore the decisions taken are the
in Section 3. Finally, Section 5 presents the conclusions. best decisions for every Krama Banjar. Sangkep is carried out
on certain days within a certain period, where each Banjar in
II. BALINESE TRADITIONAL VILLAGE Bali has its own rules [19].
Traditional villages are a form of community law in
C. Paying Dues (Peturunan and Pepesuan)
Indonesia. Traditional villagers in Bali live together in a place
and live for a certain period based on the same view of life Paying dues activity in Bali can be divided into two types,
[17]. According to Liefrinck in research [18], traditional namely Peturunan and Pepesuan. Peturunan is a monthly
Balinese village was small republics that had their own activity in which the Krama Banjar pays a certain amount of
cultural rules with democratic and autonomous government money to the Banjar for the needs of the Banjar savings.
structures. Pakraman Village consists of several parts which Banjar savings. Pepesuan is an activity where the Krama
are called Banjar. Banjar also consists of several areas called Banjar gets the task of bringing certain items for the
Tempekan [18]. preparation of ceremonies, such as religious and funeral
ceremonies [22].
A. Banjar
D. Flow of Activities
Banjar is part of a traditional village in Bali, which is
managed by a person known as Kelihan Banjar [18]. The Fig. 1 presents Balinese traditional village activities that
Banjar has a system to achieve prosperity together with the have a general flow that is similar to each other. Balinese
close ties of the Banjar residents or known as Krama Banjar traditional village activities consist of several processes as
Adat. The welfare system is in the form of values, regulations, follows.
and solutions used to solve problems of Krama Banjar Adat • The activity begins with Kelihan Banjar making a
welfare. schedule of activities and announcing it to the Krama
Banjar Adat.
B. Tempekan
• Krama Banjar Adat then confirm their participation in
Tempekan is a division of Krama Banjar Adat groups
the activity.
managed by a person known as Kelihan Tempekan.
Tempekan is grouped based on the residence of Krama Banjar. • On a predetermined date, Krama Banjar Adat carry out
Tempekan usually uses the names of the cardinal directions, activities or complete tasks given according to the
for example, Tempekan Kangin (East Tempekan) and announcement.
Tempekan Kauh (West Tempekan) [18].
• Kelihan Banjar or Kelihan Tempekan checks the
presence of the Krama Banjar Adat at the end of the
III. BALINESE TRADITIONAL VILLAGE ACTIVITIES activity.
The activities of traditional villages in Bali are similar to
other villages activities in Indonesia, but with different names.
These activities consist of cooperation activities, deliberative
meetings, and paying dues [19] [20].

A. Cooperation Activities (Ngayah)


Banjar in Bali has several types of cooperation activities.
The first cooperation activity is cooperation before the
religious ceremony, which is commonly known as Ngayah.
All Krama Banjar who get assignments, both men and women,
will take the time to participate in Ngayah activities to prepare
religious ceremony facilities and infrastructure [21].
Other cooperation activities are when there is a Krama
Banjar who will carry out a wedding ceremony with the
knowledge of Kelihan Banjar. That Krama Banjar has the
right to receive assistance, both material and non-material
support from other Krama Banjar. This material assistance can
be in the form of gifts given by guests who were present at the Figure 1. Flow of activities
ceremony. Non-material support is a support in the form of
energy and time by Krama Banjar in cooperation activity to
prepare for the wedding ceremony. Cooperation activity also IV. PROPOSED GAMIFICATION MODEL
applies to the funeral ceremony. The Krama Banjar will work The proposed model is to apply the element of
together to set up everything related to the funeral ceremony gamification, which aims to increase the motivation of Krama
if one of the Banjar krama dies [21]. Banjar Adat to participate in traditional activities. The
gamification element is to give points to Krama Banjar Adat
B. Deliberative Meeting (Sangkep) based on their participation in each activity. With lots of
Balinese traditional meeting, which is called Sangkep, are activities, total points of each Krama Banjar Adat will change
routine activities carried out by Krama Banjar. Sangkep in the from days to the other days. In gamification, points define
Banjar is democratic, which means that each Krama Banjar rank of Krama Banjar Adat that will make them motivated for
not in the bottom of the rank. To be on top of the rank, they
must involve more activities to get more points. Number of • Krama Banjar Adat who pay the Peturunan in less than
points and rank are known by all Krama Banjar Adat. seven days will get 20 points.
Therefore, the model will encourage Krama Banjar Adat who
does not stay at the village to spend their time to come to the • Krama Banjar Adat who pay the Peturunan in more
village to get involve Krama Banjar Adat activities in order to than seven days and less than 14 days will get 15
get more points and higher rank. Each mentioned Balinese points.
traditional activity shares the same concept of gamification • Krama Banjar Adat who pay the Peturunan in more
but with slightly different rules. than 14 days and less than 28 days will get 10 points.
• Krama Banjar Adat who pay the Peturunan in more

Figure 2. Gamification model of Ngayah and Sangkep

A. Gamification Model of Ngayah and Sangkep


Fig. 2 presents a flowchart of gamification rules for
Ngayah and Sangkep activities. The gamification applied is by
Figure 3. Gamification model of Peturunan
giving points to the Krama Banjar Adat for confirmation and
attendance on the day of the activity. The following is an than 28 days and less than 31 days will get 1 points.
explanation for the gamification rules for Ngayah and
Sangkep activities. • Krama Banjar Adat who are late in paying Peturunan
will get a penalty in the form of losing points as much
• Krama Banjar Adat who confirm attendance will get 5 as the number of days late.
points. The Krama Banjar Adat then get an additional
10 points if present at the activity and get a penalty in C. Gamification Model of Pepesuan
the form of losing 10 points if not present.
Figure 4 presents a flowchart of Gamification rules for
• Krama Banjar Adat who confirm absence will get 1 Pepesuan activities. The gamification applied is by giving
point. The Krama Banjar Adat then get an additional points to Krama Banjar Adat based on their success in
10 points if present at the activity and do not get any delivering the requested goods. The following is an
penalty if not present. explanation for the gamification rules for Pepesuan activities.
• Krama Banjar Adat who do not confirm will not get • Krama Banjar Adat who confirm that they can collect
any points or penalties. The Krama Banjar Adat then and submit requested items will get 5 points. The
get an additional 10 points if present at the activity and Krama Banjar Adat then get an additional 15 points if
lose 10 points if not present. they succeed to submit the requested item but will get
a penalty in the form of losing 10 points if they fail to
B. Gamification Model of Peturunan submit the requested item.
Figure 3 presents a flowchart of gamification rules for • Krama Banjar Adat who confirm to find a replacement
Peturunan activities. The gamification applied is by giving to collect and submit the requested item will get 5
points to Krama Banjar Adat based on the time of Peurunan points. The Krama Banjar Adat then get an additional
payments. The following is an explanation for the rules for 5 points if they succeed in getting a replacement but
gamification of Peurunan activities.
will get a penalty in the form of losing 10 points if they [4] I. W. Sudiarsa, A. M. Dirgayusari, and I. G. A. Anom, “Analisis
fail to get a replacement until the activity ends. Kebutuhan Sistem Informasi Pada Desa Adat Kesiman Dengan
Metode Ward and Peppard,” Jurnal Ilmu Komputer dan Sains
• Krama Banjar Adat who do not confirm will not get Terapan, vol. 7, no. 1. pp. 24–29, 2016. doi:
10.31598/sacies.v7i1.111.
any points or penalties. The Krama Banjar Adat then
[5] R. Aprianto, Wulandari, and N. Hafifah, “Pengembangan Aplikasi
get 15 points if they manage to collect and submit the Web Mobile Penjadwalan Tugas Aparatur Desa Untuk Meningkatkan
requested items. If the Krama Banjar Adat fail to Layanan Masyarakat,” Jurnal Teknologi Komputer dan Sistem
submit the requested item, the Krama Banjar Adat Informasi, vol. 01, no. 03, pp. 81–86, 2018, [Online]. Available:
need to find a replacement. The Krama Banjar Adat http://ojs.stmikpringsewu.ac.id/index.php/jtksi/article/view/663
then get an additional 5 points if they succeed in [6] A. J. Lekan and O. S. Abiodun, “Design and Implementation of a
Patient Appointment and Scheduling System,” International
getting a replacement but will get a penalty in the form Advanced Research Journal in Science, Engineering and Technology
of losing 10 points if they fail to find a replacement ISO, vol. 4, no. 12, pp. 16–23, 2017, doi:
resident until the activity ends. 10.17148/IARJSET.2017.41203.
[7] K. Jacksi, F. Ibrahim, and S. Ali, “Student Attendance Management
System,” Scholars Journal of Engineering and Technology, vol. 6, no.
2, pp. 49–53, 2018, doi: 10.21276/sjet.2018.6.2.1.
[8] M. Mulyadi and I. N. R. Adi, “PARTISIPASI DAN MOTIVASI
MASYARAKAT DALAM PELAKSANAAN UPACARA NGABEN
NGERIT SERTA DAMPAKNYA PADA KEHIDUPAN
MASYARAKAT,” in Prosiding Seminar Nasional Hasil Penelitian-
Denpasar, 2016, pp. 73–87. [Online]. Available:
http://eprints.polsri.ac.id/3564/3/BAB II.pdf
[9] A. Wijaya, “Budaya ‘Ngayah’ Di Tengah Arus Modernisasi,”
Dharma Dana, 2019. https://dharmadana.id/budaya-ngayah-di-
tengah-arus-modernisasi/ (accessed Mar. 10, 2020).
[10] P. Fotaris, T. Mastoras, R. Leinfellner, and Y. Rosunally, “Climbing
Up the Leaderboard : An Empirical Study of Applying Gamification
Techniques to a Computer Programming Class,” The Electronic
Journal of e-Learning, vol. 14, no. 2, pp. 94–110, 2016.
[11] F. L. Khaleel, N. S. Ashaari, T. S. M. Wook, and A. Ismail,
“Gamification Elements for Learning Applications,” International
Journal on Advanced Science, Engineering and Information
Technology, vol. 6, no. 6, pp. 868–874, 2016, doi:
10.18517/ijaseit.6.6.1379.
[12] I. Alomari, H. Al-samarraie, and R. Yousef, “The Role of
Gamification Techniques in Promoting Student Learning: A Review
and Synthesis,” Journal of Information Technology Education:
Research, vol. 18, pp. 395–417, 2019, doi: 10.28945/4417.
Figure 4. Gamification model of Pepesuan [13] M. Hitchens and R. Tulloch, “A gamification design for the
classroom,” Interactive Technology and Smart Education, vol. 15, no.
1, pp. 28–45, 2018, doi: 10.1108/ITSE-05-2017-0028.
V. CONCLUSION AND FUTURE WORK [14] K. Prasad, M. R. M, and R. Vaidya, “Gamification and Resource
Pooling for Improving Operational Efficiency and Effective
Model of gamification has been developed on three activities Management of Human Resources: a Case Study With an Ecommerce
that are peturunan, petedunan, and pepesuan. Through Company,” International Journal of Management, vol. 10, no. 6, pp.
gamification all action taken by Krama Banjar Adat are 76–87, 2019, doi: 10.34218/ijm.10.6.2019.008.
recorded and then converted into points. Negative actions [15] R. Gafni, D. B. Achituv, S. Eidelman, and T. Chatsky, “The effects of
such as “not attend” or “pay late” reduce point for the gamification elements in e-learning platforms,” Online Journal of
corresponding Krama Banjar Adat. Likewise, Positive action, Applied Knowledge Management, vol. 6, no. 2, pp. 37–53, 2018,
[Online]. Available:
for instance “attend” or “pay on time” give points for the http://www.iiakm.org/ojakm/articles/2018/volume6_2/OJAKM_Volu
Krama Banjar Adat. With this model competition will occur me6_2pp37-53.pdf
between Krama Banjar Adat to get better point than the others. [16] E. Siswanto and W.-Y. Chen, “Increasing the Customer Loyalty in E-
Future work will be to develop information system based on Commerce By Using Gamification Strategy: Case Study for Indonesia
this model and the to implement on real Balinese village. Customers,” in Proceedings of 2nd International Conference on
Information Technology and Computer Science, 2016, no. July, p.
9788193137345. [Online]. Available:
ACKNOWLEDGMENT http://www.innovativeresearchpublication.com/documents/papers/july
2016pattaya/pdf 12.pdf
This work was supported by the Lembaga Penelitian dan [17] A. O. Suradiva, M. Muhammad, and S. Saryani, “Partisipasi Pemuda
Pengabdian Kepada Masyarakat (LPPM) Universitas Dalam Pengembangan Desa Wisata Guna Meningkatkan Ketahanan
Udayana through PNBP grant. Sosial Budaya Masyarakat Desa (Studi di Desa Wisata Batubulan,
Sukawati, Gianyar, Bali),” Jurnal Ketahanan Nasional, vol. 24, no. 3,
p. 389, 2018, doi: 10.22146/jkn.38371.
REFERENCES [18] A. Hernandi, S. Hendriatiningsih, and A. Budiartha,
[1] M. P. Gutama, A. A. K. O. Sudana, and A. A. K. A. C. W, “Rancang “MASYARAKAT DAN TANAH ADAT DI BALI (Studi Kasus
Bangun Sistem Manajemen Absensi Kegiatan Banjar Berbasis Web,” Kabupaten Buleleng, Provinsi Bali),” Jurnal Sosioteknologi, vol. 7,
Merpati, vol. 2, no. 2, pp. 179–187, 2014. no. 15, pp. 517–528, 2008.
[2] I. K. D. Laksana, “To the Maintenance of Balinese Culture,” [19] I. W. T. Mahardika and C. Darmawan, “Civic Culture Dalam Nilai-
International Journal of Linguistics, Literature and Culture, vol. 2, Nilai Budaya Dan Kearifan Lokal Masyarakat Bali Aga Desa
no. 2, pp. 64–70, 2016, doi: 10.21744/ijllc.v2i2.122. Trunyan,” Humanika, vol. 23, no. 1, p. 20, 2016, doi:
[3] F. Rozi and T. Listiawan, “Pengembangan Website Dan Sistem 10.14710/humanika.23.1.20-31.
Informasi Desa Di Kabupaten Tulungagung,” JIPI (Jurnal Ilmiah [20] I. Sidharta and M. Wati, “Perancangan Dan Implementasi Sistem
Penelitian dan Pembelajaran Informatika), vol. 2, no. 2, pp. 107–112, Informasi Urunan Desa (URDES) Berdasarkan Pada Pajak Bumi Dan
2017, doi: 10.29100/jipi.v2i2.366.
Bangunan,” Jurnal Computech & Bisnis, vol. 9, no. 2, pp. 95–107, Mongondow Provinsi Sulawesi Utara,” Acta Diurna Komunikasi, vol.
2015. 4, no. 3, pp. 1–10, 2015.
[21] N. K. P. Noviasi, G. J. Waleleng, and J. R. Tampi, “Fungsi Banjar [22] N. S. E. Kurniawati, “Penerapan banjar suka duka sebagai efisiensi
Adat Dalam Kehidupan Masyarakat Etnis Bali Di Desa Werdhi biaya di desa Buduk Bali,” Jurnal Ekonomi dan Bisnis, vol. 21, no. 1,
Agung, Kecamatan Dumoga Tengah, Kabupaten Bolaang pp. 159–174, 2018, doi: 10.24914/jeb.v21i1.1037.

You might also like