{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,8,2]],"date-time":"2025-08-02T17:28:18Z","timestamp":1754155698099,"version":"3.41.2"},"reference-count":25,"publisher":"Emerald","issue":"4","license":[{"start":{"date-parts":[[2020,3,9]],"date-time":"2020-03-09T00:00:00Z","timestamp":1583712000000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["ITSE"],"published-print":{"date-parts":[[2020,3,9]]},"abstract":"<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title>\n<jats:p>The purpose of this study is to evaluate the gamification impact on surveyors learning engagement in a case study carried out at Statistics Indonesia.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title>\n<jats:p>This study adopted the design research methodology (DRM) research framework. The problem to be solved was analyzed and structured into a DRM\u2019s impact model. A proposed solution was hypothesized and implemented as a Web-based online learning system. Evaluative data of users were collected and analyzed in the forms of logs, questionnaires, pre-test and post-test. Further, a quantitative statistical evaluation was performed to measure the engagement and knowledge gain of surveyors after using the gamified online learning system prototype.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Findings<\/jats:title>\n<jats:p>This research showed a positive effect on the engagement of surveyors when using the proposed gamified system. In this case study, the gamified system performed better in enhancing surveyors\u2019 knowledge and engagement, compared to the conventional method.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Research limitations\/implications<\/jats:title>\n<jats:p>This research was based on Statistics Indonesia's case study. For future research, other case studies can be performed to generalize the gamification impacts in other organizations and other learning subjects.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Practical implications<\/jats:title>\n<jats:p>Based on the results study, an organization such as Statistics Indonesia is recommended to involve gamification in their online learning activities because it enhances significantly surveyors' engagement and knowledge gain.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Social implications<\/jats:title>\n<jats:p>One important implication of the research is that the proposed solution is relatively easy and inexpensive to be introduced and appended into the existing online learning system at Statistics Indonesia. If all surveyors are well equipped with proper knowledge and skill, all surveys conducted by any national statistical organization will have an accurate description and condition about any subject being surveyed in the nation. This information is important for the ruling government in deciding what the best policy and strategy are to improve the nation's condition regarding the subject.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title>\n<jats:p>The proposed gamification system showed a better online training process and learning outcome. Statistical valuation indicated that there was an increased surveyors\u2019 academic performance in terms of engagement and knowledge gain.<\/jats:p>\n<\/jats:sec>","DOI":"10.1108\/itse-08-2019-0042","type":"journal-article","created":{"date-parts":[[2020,3,6]],"date-time":"2020-03-06T07:26:36Z","timestamp":1583479596000},"page":"377-391","source":"Crossref","is-referenced-by-count":1,"title":["Using gamification for engaging surveyors: a case study in Statistics Indonesia"],"prefix":"10.1108","volume":"17","author":[{"given":"Yusep","family":"Rosmansyah","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Isdiyanto","family":"Isdiyanto","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Ariq Bani","family":"Hardi","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Atina","family":"Putri","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"140","reference":[{"key":"key2020092210094649200_ref001","first-page":"611","article-title":"Using gamification in an online community","volume-title":"8th International Conference on Collaborative Computing: Networking, Applications and Worksharing (CollaborateCom2012)","year":"2012"},{"edition":"1st ed","volume-title":"DRM, A Design Research Methodology","year":"2009","key":"key2020092210094649200_ref002"},{"article-title":"Reformasi birokrasi badan pusat statistik, upaya dan capaian 2010-2014","year":"2015","author":"BPS","key":"key2020092210094649200_ref003"},{"issue":"3","key":"key2020092210094649200_ref004","article-title":"Comparing two samples from an individual Likert question","volume":"18","year":"2017","journal-title":"International Journal of Mathematics and Statistics"},{"issue":"3","key":"key2020092210094649200_ref005","first-page":"234","article-title":"Gamification and web-based homework","volume":"23","year":"2013","journal-title":"Problems, Resources, and Issues in Mathematics Undergraduate Studies (PRIMUS)"},{"key":"key2020092210094649200_ref006","doi-asserted-by":"crossref","unstructured":"Harms, J. 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