Effectiveness of Gamification for Flood Emergency Planning in the Disaster Risk Reduction Area

Rania Rizki Arinta, Suyoto Suyoto, Andi Wahju Rahardjo Emanuel

Abstract


Natural disasters are something that is not easy to predict, and one of them is a flood. It is found that the frequency of floods that have occurred in Indonesia is 505 times the total of 1824 natural disasters. Disaster risk reduction is the concept of how people minimise accidents and victims affected by disasters. One example of disaster risk reduction is to provide knowledge to the public about disaster evacuation and prevention before an emergency occurs. The objective of this study is to utilise gamification to increase user effectiveness. The method of gamification is the science used to learn, along with the increasing interest in learning. Gamification is applicable in several fields; one of them is crisis management and emergency training. The gamification is applied by utilising mechanical games, dynamic games, and gamification elements. The results showed that gamification could increase the effectiveness in terms of time by 89.77% of information and education about disaster risk and disaster preparedness to the public. This re-search was conducted at the disaster preparedness participant school with 65 participants, along with 21 communities affected by the flood disaster. Based evaluations on aspects of usefulness (UU), Ease of use (EU), Ease of learning (UL), and satisfaction (US) aspects of usefulness have the highest value because with the application the participant feels helped and can learn the dangers of disaster and preparation for disaster.

Keywords


Gamification; natural disaster; flood

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International Journal of Engineering Pedagogy (iJEP) – eISSN: 2192-4880
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