Gamification Design for Temple Tourism Application

Tourism plays a significant role in promoting the heritage in Indonesia, including the temple. There are many temples located on Java Island, especially in the Province of Central Java and the Special Region of Yogyakarta. Many aspects can be observed by temple tourists other than observing the artifacts, such as their historical backgrounds. This research proposed a mobile temple tourism application design, especially for Prambanan Temple Compound dan Ratu Boko Site Temples, to enrich the experience of visitors by utilizing gamification. There are five gamification elements used in this design which are points, levels, challenges, rewards, and feedback. By demonstrating the design, it can be shown that the average score of the design by the respondents is 84.8% in the category of agree and strongly agree. Based on this result, it can be concluded that the design meets the expectations of helping temple tourists in enriching their visits.

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Publication Details

Published
2024-09-12
DOI
https://doi.org/10.1109/ictiia61827.2024.10761729
Primary Topic
Blockchain Technology in Education and Learning
Type
article
Field-Weighted Citation Impact
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article

Gamification Design for Temple Tourism Application

Pranowo Pranowo, Andi Wahju Rahardjo Emanuel, Yurri Wagiu
Blockchain Technology in Education and Learning
article

Gamification Design for Temple Tourism Application

Pranowo Pranowo, Andi Wahju Rahardjo Emanuel, Yurri Wagiu
article en

Abstract

Tourism plays a significant role in promoting the heritage in Indonesia, including the temple. There are many temples located on Java Island, especially in the Province of Central Java and the Special Region of Yogyakarta. Many aspects can be observed by temple tourists other than observing the artifacts, such as their historical backgrounds. This research proposed a mobile temple tourism application design, especially for Prambanan Temple Compound dan Ratu Boko Site Temples, to enrich the experience of visitors by utilizing gamification. There are five gamification elements used in this design which are points, levels, challenges, rewards, and feedback. By demonstrating the design, it can be shown that the average score of the design by the respondents is 84.8% in the category of agree and strongly agree. Based on this result, it can be concluded that the design meets the expectations of helping temple tourists in enriching their visits.

Atma Jaya University Yogyakarta (ID)
Decent work and economic growth
Openalex Percentile: Top 66%
Blockchain Technology in Education and Learning
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