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ICGTEIS2021 Revised1
ICGTEIS2021 Revised1
ICGTEIS2021 Revised1
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