Evaluasi Penerapan Gamification pada Keterlibatan Karyawan di Sistem Informasi Sumber Daya Manusia

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.

Authors

Publication Details

Journal
Syntax Literate Jurnal Ilmiah Indonesia
Published
2025-02-24
DOI
https://doi.org/10.36418/syntax-literate.v10i2.57651
Primary Topic
Blockchain Technology in Education and Learning
Type
article
Field-Weighted Citation Impact
0.00

Funders

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article

Evaluasi Penerapan Gamification pada Keterlibatan Karyawan di Sistem Informasi Sumber Daya Manusia

Hadziq Fabroyir, Bayu Budi Prakoso
Syntax Literate Jurnal Ilmiah Indonesia
Blockchain Technology in Education and Learning
article

Evaluasi Penerapan Gamification pada Keterlibatan Karyawan di Sistem Informasi Sumber Daya Manusia

Hadziq Fabroyir, Bayu Budi Prakoso
article en

Abstract

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.

Syntax Literate Jurnal Ilmiah IndonesiaVol. 10(2)
Institut Teknologi Sepuluh Nopember
Openalex Percentile: Top 96%
Blockchain Technology in Education and Learning
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