期刊名称:Journal of Theoretical and Applied Information Technology
印刷版ISSN:1992-8645
电子版ISSN:1817-3195
出版年度:2021
卷号:99
期号:20
语种:English
出版社:Journal of Theoretical and Applied
摘要:Collaboration is one of the essential strategies to maintain Small Medium Enterprise (SME) in facing the global market. However, there has been no agreed formulation of a collaboration model as a benchmark in previous studies, including the parameters used to measure collaboration performance. Weak motivation to collaborate is also an actual problem faced by SMEs. On the one hand, culture is one of the roots of individual thought and behavior as an essential aspect that influences the behavior of SME actors in running their business. Therefore, a culture-based SME collaboration model is proposed in the gamification platform to present a more adaptive model and increase collaboration motivation. This research is focused on building novelty parameters to measure collaboration performance as the primary basis for realizing collaboration gamification models. Based on the literature review, there are four principles of "silaturrahmi" culture that have similar characteristics with collaboration, including Relationship Building (X1), Reciprocal Sustainment (X2), Reciprocal Assistant (X3), and Active Support (X4). The test was started by collecting questionnaire data from 63 respondents who were the movers of SMEs. The theme of the question is about the influence of the four principles of silaturrahmi on collaboration. Data analysis was carried out using the linear regression method and all test requirements (validity, reliability, normality, linearity, heteroscedasticity) to measure the influence of the four principles of "silaturrahmi" (Variable X1, X2, X2, X4) on collaboration (Variable Y). The results show that four variables have met all test requirements for linear regression analysis, resulting in a significance value (sig.) t table, the value of the regression coefficient (B) is positive. It means that the four variables have a positive effect on collaboration because all hypotheses are accepted. The four can be a parameter to measure collaboration performance with the proportion of the role of each variable that can be considered from the R-Square value. Thus, these four parameters can be used as the primary basis for building a collaboration gamification model as a reference for measuring collaboration. To implement the four parameters, they were included in the collaborative gamification mechanics material.