Effectiveness of gamification for flood emergency planning in the disaster risk reduction area

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Abstract

Natural disasters are something that is not easy to predict, and one of them is a flood. Disaster risk reduction is the concept of how people minimize accidents and victims affected by disasters. The objective of this study is to utilize gamification to increase user effectiveness and to give an explanation of disaster preparedness for residents who live in the rural area. Gamification design consisting of game mechanics and dynamic games can increase user interest in education. This research was conducted at the disaster preparedness participant school with 65 participants, along with 21 communities affected by the flood disaster. The evaluation results in the aspect of usefulness (UU) gets the highest average value of 4,1225 or 83.19% of respondents to agree (very satisfied). With the usefulness, along with ease of usefulness being the most upper aspect from USE evaluation will help to facilitate the learning process and the process of accessing information and learning material. The results showed that gamification could increase the effectiveness in terms of time by 89.77% of information and knowledge about disaster risk and disaster preparedness to the public.

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Arinta, R. R., Emanuel, A. W. R., & Suyoto, S. (2020). Effectiveness of gamification for flood emergency planning in the disaster risk reduction area. International Journal of Engineering Pedagogy, 10(4), 108–124. https://doi.org/10.3991/ijep.v10i4.13145

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