Exploratory Study of a Smart System Framework for Educational
Process with Gamification: Case Study - Schools in Indonesia
Rahmat Yasirandi
1
, Yusep Rosmansyah
2
, Hana Rifdah Sakinah
1
and Anom Sentanu Prayosa
1
1
School of Computing, Telkom University, Bandung, Indonesia
2
School of Electrical Engineering and Informatics, Bandung Institute of Technology, Bandung, Indonesia
Keywords:
Smart System, Gamification, Pedagogy, Indonesian Culture, Framework
Abstract:
Education in Indonesia is one of the sectors that is always considered by the government. The right to educa-
tion is legally guaranteed for all children without any discrimination. Therefore, various methods have been
carried out by each stakeholder, including trying to adapt multiple technologies in the learning process. Most
of the information technology that enters developing countries, notably Indonesia, is still dominated by multi-
media applications on mobile devices. Which not support all the development aspects of children’s potential
in the learning process. Some things have not been considered, such as lack of attention related to children’s
development of motor skill factors and social engagement. Through smart system technology that utilizes
hardware as a part of the system as a whole, the system will include those factors that are not noticed in the
learning technology that has been adopted today. This research has succeeded in producing a framework for
the need to create a smart system in the learning process for Indonesian schools. Through exploratory studies,
scientific studies have been carried out based on theory and direct observation of the multi-ethnic learning
environment in Indonesia, so the proposed framework will undoubtedly be able to be a guideline for building
a smart system.
1 INTRODUCTION
Education is an action related to giving guidance and
knowledge from someone to someone else. Someone
who gives knowledge is called pedagogue and some-
one who obtains the knowledge is called student. One
of educational processes usually occurred in school.
When the target of the educational process is a child,
is called pedagogy. Broadly pedagogy explained how
learning and teaching activities influenced by cultural
values, social, and environmental conditions. It also
supported by a strong theoretical and practical basis.
So that the educational process between regions can
be different, not least in Indonesia. As a developing
country, Indonesia, the learning process is considered
as a tedious activity and only targets cognitive en-
hancement. Most of the children who do the learning
process in school (as one of the main things in the ed-
ucational process), often considered as an unattractive
process and they tend to avoid it. Whereas, childhood
needs not only emphasizing cognitive but also motor
skill and social skill.
On the other hand, playing becomes the activity
that children like. Indirectly, children assume that the
more energy they spent physically, the more fun they
will get (Rubin, 1982). Children love to play because
they can create images on their minds to realize it to
the world(Bateson, 2006). The activity creates an ad-
dictive effect and a feeling of wanted to do it more and
more. Modern theories of play differ from classical
theories in that they not only explain play’s existence
but help us understand its function in children’s de-
velopment. Several studies related to the educational
methods have tried to utilize the aspects of a game
so that education can also be fun. Many studies and
modern theories related to learning, which states that
learning is not only bound to how the results are at that
time. It is correlated to the effects that appear from the
development of the children(Mellou, 1994). In devel-
oped countries, the benefits of games that have addic-
tive effects and challenges are gaining popularity in
the educational process, how the educational transfer
process can engross game procedures. Gamification
is one of the liveliest topics to study because it binds
the meaning of ”game” that does not offer ”playful-
ness”(Salen et al., 2004).
Reinforced by the observation results in devel-
oping countries’ schools, for instance, Indonesia.
286
Yasirandi, R., Rosmansyah, Y., Sakinah, H. and Prayosa, A.
Exploratory Study of a Smart System Framework for Educational Process with Gamification: Case Study - Schools in Indonesia.
DOI: 10.5220/0009909202860293
In Proceedings of the International Conferences on Information System and Technology (CONRIST 2019), pages 286-293
ISBN: 978-989-758-453-4
Copyright
c
2020 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
Schools that used technology in teaching and learn-
ing focus on the increase of intellectual or cognitive
potential only. The learner success parameter only
considers by the increase of the score results they got.
Thus, it seems like it is too focused on extrinsic mo-
tivation(Filimonov, 2017). Proving that the benefits
of the learning process using technology in a devel-
oping country is not efficient. Education should be
able to utilize technology such as smart systems, both
massively connected (the internet) or only local areas
such as a school or class. A smart system is an ap-
proach that given by information technology to create
a decent service. Originally IBM tried to provide a
smarter planet paradigm, which would develop a sys-
tem that could solve problems using information tech-
nology communication through reactive-way(Barile
and Polese, 2010). When hardware technology comes
into play, then motor skill and social engagement also
increase, and it arises the intrinsic motivation. Chil-
dren will have motivation during the learning process,
not just only focus on the results and achievements.
Therefore, the objectivity of this research is how
a framework for a smart system can help the learning
process created by applying the principle of game or
gamification. With a particular case study in Indone-
sian schools, incidentally, Indonesia is a multicultural
country and still develop. Moreover, Indonesia has
diverse demographic conditions. Those factors were
affecting the adjustment of building the smart system.
2 APPROACH AND METHOD
To produce a framework related to smart systems that
help the learning process, the development of a ba-
sic framework will be carried out. As seen in the
Figure 1, the basic framework used in ADDIE con-
sist of Analysis, Design, Development, Implementa-
tion, and Evaluation. Some researchers commonly
use the ADDIE framework in developing a new and
more specific learning framework (Peterson, 2003).
ADDIE has a broad characteristic and manipulated
movement. To establish a new framework for a par-
ticular field, then the ADDIE framework needs to be
adjusted with its need. Thus, the stages that need to
be done to develop this framework is conducting ex-
ploratory studies on several research topics that have
been determined. The exploratory study emphasizes
the conceptual theory results based on honesty, in-
tegrity, and transparency on a particular branch of
knowledge(Gerring, 2001)(George et al., 2005). An
exploratory study is a research to find and explore in-
formation and analyzing the relation between theories
and knowledge found(Vakkari, 2003). The activities
could be literacy in books, international publications,
and regulations made by agencies or legal organiza-
tions. Another scientific method related to other ex-
ploratory study is observation, with a direct view of
the phenomenon of environmental issues, which will
establish the evident authentically of the theory that is
found(Wimmer and Dominick, 2013).
Figure 1: System Mechanism Design.
Figure 2: Research Literature Map.
The topics that will be explored are around smart
systems, gamification, pedagogy, and Indonesian cul-
ture schools. A smart system is a system that can
help to solve specific issues by utilizing technol-
ogy, whereas gamification is a method of applying
game elements in other fields. Because in gamifi-
cation, there are different definitions between game
and play, you can see the position of gamification to-
wards ”gaming” and ”playing” in Figure 3. So then, it
can be clarified that gamification offers a new learn-
ing style, where it applies the elements of the game
into a nongame system.
These two things will be the solution to the learn-
ing process issue towards children or usually called
Exploratory Study of a Smart System Framework for Educational Process with Gamification: Case Study - Schools in Indonesia
287
Figure 3: Gamification Position(Deterding et al., 2011).
pedagogy. Pedagogy refers to the practice of learn-
ing related to the study method of delivering intention
towards children. Besides pedagogy, the culture of
learning in developing countries will be formulated in
the study. In this case, the observation conducted in
Indonesia. It is known that culture and the environ-
ment influence learning. Hence, both pedagogy and
the learning culture need to be reviewed according to
the goals of this study, which create a framework for a
smart system that utilizes gamification to support the
learning process in schools. In addition, The relation
between the topics can be explored in Figure 1. Fur-
thermore, a mapping and explanation will be made
for each finding on every step-in framework ADDIE.
So that a new framework will emerge affiliated with
smart systems for the learning process (case study:
schools in Indonesia).
3 RESULT AND DISCUSS
This part will be explained about how the ADDIE
framework has developed into a new framework, a
framework that has been described with more spe-
cific requirements than general procedure explana-
tion. Any findings from exploratory research on re-
lated topics mapped into a proposed framework that
has helped provide a more detailed and particular
framework for smart systems for the learning process.
Furthermore, each stage of the proposed framework
will be elaborated, which has contained a mapping of
the results of exploratory studies conducted.
3.1 The Proposed Stage of Analysis
At this stage, a developer who uses this framework
will trace the basic needs of the system to be built.
This analysis section will be divided into two parts,
namely, Learning Objectives Analysis and User Anal-
ysis.
3.1.1 Analysis of Learning Goals
On the proposed framework, the goals of the learn-
ing process that has been analyzed divided into two
groups, which are general learning goals as the mis-
sion and specific learning goals as the vision(Huang
and Soman, 2013). General learning goals are state-
ments that described expectations of the final con-
ditions that will be obtained, while specific learning
goals can be interpreted as the objectivity of the sys-
tem to be built or a series of objects during the learn-
ing process. Thereby it will help the realization of the
general goals. In other words, the specific learning
goals must contain intrinsic motivation, and the gen-
eral goals must bring up extrinsic motivation(Ryan
and Deci, 2000).
3.1.2 Analysis of Users Readiness
Users in the proposed framework are defined as
human resources or brainware that uses the sys-
tem(Insan et al., 2019). Some research related to tech-
nology readiness explains that readiness for the im-
plementation of technology (including smart system)
generally can be seen from three aspects, which are
technology, organization, and environment(Tornatzky
and Fleischer, 1990). The accomplishment of the
adoption in a smart system depends on how the sys-
tem can be calm towards the users(Ibanez et al.,
2014), both on the pedagogue and the student. With
the support of the constitution and government regula-
tions (organization’s aspect) throughout the education
process in this country, it supports the use of technol-
ogy and adequates the environment. It can be con-
cluded that readiness analyzation is one of the right
steps in developing a smart system.
Determine what needs to be considered in design-
ing the system so that the delivery of the goals can be
delivered well, by considering the results of the pre-
vious analysis.
3.1.3 Material Design
Material design is intended to compile any content
that will be prepared to be studied derived from
the goals to be achieved, which have been determined
in the previous phase. In deciding the contents re-
quired standardized guidelines. If the application of
material based on a competent curriculum, then it will
be able to help each student to stay involved(Huang
and Soman, 2013). It could be from books that have
a clear syllabus, or other material sources that have
been determined and recognized by specific organiza-
tions. Coupled with direct survey techniques for ed-
ucational organizations, this can be an alternative for
CONRIST 2019 - International Conferences on Information System and Technology
288
determining the explicit content that will be used as
material(Mathiyazhagan and Nandan, 2010)(McIn-
tyre, 2011)(Simon et al., 1996)(Salant et al., 1994).
For validating the substances that have been built
can be strengthened by conducting personal studies
such as interview towards the experts of the ma-
terial(Alshenqeeti, 2014).Finally, the output of this
phase is a list of the contents that will be delivered.
3.1.4 Gamification Design
Technically, the steps in this phase explain that the de-
veloper decides which gamification elements must be
applied, of course, after going through the selection
that matches the material to be included in the learn-
ing(Huang and Soman, 2013).
The materials are learning contents obtained from
the material design. Learning Contents will be helped
to be represented by gamification. Before design-
ing what game elements will be chosen on non-game
content, noted that there are several levels of these
elements. The design of the game elements can be
identified to 5 levels of abstraction development [de-
terding]. From abstract explanation has been made
into specifics and details. The first one is inter-
face design (Crumlish and Malone, 2009), the sec-
ond is game design pattern(Bjork and Holopainen,
2005) and game mechanics(Taylor, 2009), the third is
design principles and heuristics or ‘lenses’(Mandryk
et al., 2008), the fourth is conceptual models of game
design units(Brathwaite and Schreiber, 2008)(Bern-
haupt, 2010)(Fullerton, 2014)(Hunicke et al., 2004),
and the last one is game design methods and de-
sign processes (Fullerton, 2014)(Belman and Flana-
gan, 2010). As seen in the table 2, explained that ev-
ery stage of the elements has its contributions.
Notably, for elements of progression such as
points, badges, and levels, it is better to be priori-
tized to be chosen in the design of gamification. The
existence of these game elements can increase the
competitive feeling found in each student(Nicholson,
2012). Even more, the leaderboard that shows the
progress of each student can be seen by all partici-
pants and improve their social status. For other pro-
gression elements such as rewards, it can also provide
motivation and get recognition of the time, effort, and
skills students have. Because rewards and penalties
are two sides of the same coin, which means rewards
are an easy tool for motivation. Helping someone to
make their own decisions about their actions with-
out external control behavior will lead to better re-
sults(Nicholson, 2012). Eventually, when the game
elements adopted in the learning process, it will en
hance student engagement and aim to incorporate as
many learning activities as possible(Mohamad et al.,
2017).
Figure 4: Taxonomy of Game Design Elements.
3.1.5 Learning Flow Design
Technically, a mapping over two results in the pre-
vious phase will be conducted. The selected game
elements mapped to its relation with the learning con-
tent that has been designed. In a non-game adaptation
towards game elements, three elements can be consid-
ered in representing learning material. The three el-
ements are the mechanism, dynamics, and aesthetics
(Zichermann and Cunningham, 2011)(Hunicke et al.,
2004). Mechanism explained the connection of the
goals and the selected game elements (also described
in the previous phase).
Moreover, dynamics are related to an explanation
of how game elements work and interact, so that will
generate the flow of input and output from the learn-
ing process that the students face. For the aesthetics
element, it is a representation of the description of the
responses (especially emotional) that come up from
students. For instance, if the level, challenge, and
leaderboard are one of the elements that have been se-
lected, then the dynamics element will be seen from
how the material from learning content is represented
Exploratory Study of a Smart System Framework for Educational Process with Gamification: Case Study - Schools in Indonesia
289
into various levels and with the emergence of different
challenge variants at each level. Plus, if the elements
are combined with badge or point, then each level
will lead to a much more varied level of challenge.
Furthermore, the leaderboard element is related to the
achievements of each student. The leaderboard be-
comes a screen that able to see how far the level of
the students can reach. The benefits of this leader-
board are the representation of the aesthetics element.
Eventually, in this phase, the concept of learning flow
will emerge if the gamification is being adopted. The
output of this phase is the procedures management of
learning contents in the form of flowcharts or steps
that students will go through in the learning process
(Fullerton, 2014)(Khaleel et al., 2016).
3.1.6 Smart System Design
Developing a system that has a ”smart” paradigm
needs cognitive abilities (Barile and Polese, 2010).
Because smart systems are not only related to the
implementation of the technology, but also the func-
tional capabilities that they have. Functionality
was able to analyze and make certain decision-
making. Conceptually, the mechanism of the
smart system divided into three, which are sense
mechanism, actuating mechanism, and the process-
ing mechanism of the data to produce the desired
information(European Commission, 2011)(Akhras,
2000)(Yadav, 2017). Sense mechanism and actuate
mechanism of the data are necessary to be designed
because, in the definition, the system must be adap-
tive and aware of the environment. How the sys-
tem takes data and provides action in response to
the meaning of self-awareness was the reason why
sense mechanism and actuate mechanism must be
designed(Hammoudeh and Arioua, 2018). In sense
mechanism and actuate mechanism needs to be de-
signed concerning how each sensor and actuator used
as a communication procedure. The smart system
should have an integrated scheme in each topology
that is built(Madni, 2008). So, every hardware, soft-
ware, and humanware in this system will be able to in-
teroperate with each other. Thus, the connection with
the implementation for the educational process is that
the system will be a ”smart” assistant in presenting
material, where the system will understand the needs
of the goals in the first place. In the end, the sys-
tem is built based on the right and accurate design
which was able to reduce the waiting waste that may
appear(Moon et al., 2018).
3.2 The Proposed Stage of Development
At this stage, execution and development were con-
ducted based on the design documents that have been
made previously. Determine what needs to be pre-
pared to develop the system to realize the design re-
sults that have been produced already. In developing a
system that has multiple environments, there are chal-
lenges, specifically related to time pressure in the de-
veloping phase.(Bievska and nis Bievskis, ). One of
the reasons that need to acknowledge that intelligent
systems have complexity, thus allowing problems to
arise during the development phase. Because not al-
ways a system that has pure computing is easier to use
than systems that have complex computing((Yadav,
2017).
Figure 5: The Proposed Framework.
3.3 The Proposed Stage of
Implementation
At this stage, the organization will implement the
products produced from the previous development
stage, generally by distributing the prospective users
CONRIST 2019 - International Conferences on Information System and Technology
290
who have been determined at the first stage (analy-
sis phase). Considering developing countries such as
Indonesia have multiple cultures that allow different
needs during implementation, the distribution method
can be adapted to the environment of the organiza-
tion. Data generated at the Readiness Analysis stage
should be a guideline in determining this distribution
method. Each prospective user will have a general
view of the situation when using it and will shape the
user’s experience of the proposed product (Harrison
and Donnelly, 2011).
Eventually, the output of this phase is the proce-
dure related to product deployment. Not only how this
product reaches the organization (school), but it can
be used based on the original propose-made. Other
support outputs from this phase should be a compan-
ion product document or a document related to usage
instructions(Bremer, 1999). Generally, user manuals
have descriptive and narrative language that is cleared
and detailed because the instruction document should
present procedures and usage paths that must be eas-
ily understood for each function of the product.
3.4 The Proposed Stage of Evaluation
Data analysis divided into two phases, which are the
quantitative phase and the qualitative phase. Eval-
uation techniques for the adoption of technology
can use quantitative, qualitative, and its combina-
tion, which also known as the sequential explana-
tory design Method(Olds et al., 2005)(Teddlie and
Tashakkori, 2003). Mixed methods research is con-
sidered legal, independent research designs in techni-
cal education that combine the strengths of both qual-
itative and quantitative(Olds et al., 2005)(Straus and
Corbin, 1998)(Smith and Ellsworth, 1985). This se-
lection needs to be adjusted to the initial goal of prod-
uct development. Whether only seeing events based
on the quantity, or seeing the quality, or pay atten-
tion to both. Technically, the quantitative method gets
measured data about student activities. Then the data
is analyzed statistically using parameters and nonpa-
rameters as needed.
On the other hand, qualitative methods use social
approaches, usually with survey methods, precisely
open-ended surveys that have been administered and
analyzed to be explained numerically. The adoption
of technology in the school environment, notably in
Indonesia, places importance on a value parameter as
an index of educational success. Then the quantita-
tive method must be considered. Nevertheless, using
both quantitative and qualitative methods could help
to get answers to problems, it is better to do both eval-
uations.
4 CONCLUSIONS
From the exploration that has been conducted, a new
complex and specific framework have developed and
fulfills the needs of making a smart system that can
be an alternative in the learning process. From the
preparation process, which is analyzing process until
the evaluation process, have work details to help to ac-
complish a system based on the initial requirements.
The valid literature has approved any results obtained
from exploration that has been carried out for refer-
ence. Therefore, the steps that exist in the reference
framework become feasible to use. Furthermore, the
next research has to prove that by following this pro-
posed framework will create a smart system for the
needs of the learning process in Indonesia. Then it is
verified by seeing the results of the evaluation whether
the resulting system does indeed provide positive re-
sults when adopted by the organization.
ACKNOWLEDGEMENTS
Thanks to the Internet of Things (IoT) Studio, School
of Computing, Telkom University, Indonesia, which
have been the sites for this research. As a wish, this
research can make a contribution for educational tech-
nologies in the world, especially Indonesia.
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