MENINGKATKAN MOTIVASI DAN KEPUASAN KERJA KARYAWAN MELALUI PENGGUNAAN PLATFORM GAMIFIKASI

Main Article Content

Dimas Wiradarma Kusuma
Larasati Larasati

Abstract

            Motivation and job satisfaction of employees is a key factor in improving productivity and organizational performance. This study aims to explore the potential of the use of gamification platform as an innovative solution in increasing employee motivation and job satisfaction. Based on the results of the analysis of various studies, it was found that gamification can create a more enjoyable and interactive work environment through elements such as rewards, challenges, and healthy competition. Previous studies showed that gamification increases engagement, motivation, and satisfaction in both education and workplace. In addition, motivation plays a mediator that strengthens the relationship between gamification and job satisfaction on employee performance. However, the main challenge faced is how to maintain the positive impact of gamification in the long term. This study concludes that the implementation of a well-designed gamification platform can help the organization increase motivation and job satisfaction of employees, this positively affecting performance and overall productivity.


 


            Motivasi dan rasa puas karyawan ialah variabel kunci dalam memperkuat produktivitas maupun kinerja organisasi. Studi ini bertujuan untuk mengeksplorasi potensi penggunaan platform gamifikasi sebagai solusi inovatif dalam meningkatkan motivasi dan kepuasan kerja karyawan. Berdasarkan hasil analisis terhadap berbagai studi, ditemukan bahwa gamifikasi dapat menciptakan lingkungan kerja yang lebih menyenangkan dan interaktif melalui elemen-elemen seperti penghargaan, tantangan, dan kompetisi sehat. Studi-studi terdahulu menunjukkan bahwa gamifikasi meningkatkan keterlibatan, motivasi, dan kepuasan baik di bidang pendidikan maupun tempat kerja. Selain itu, motivasi berperan sebagai mediator yang memperkuat hubungan antara gamifikasi dan kepuasan kerja terhadap kinerja karyawan. Namun, tantangan utama yang dihadapi adalah bagaimana mempertahankan dampak positif gamifikasi dalam jangka panjang. Penelitian ini menyimpulkan bahwa penerapan platform gamifikasi yang dirancang dengan baik dapat membantu organisasi meningkatkan motivasi dan kepuasan kerja karyawan, sehingga berdampak positif pada kinerja dan produktivitas secara keseluruhan.

Article Details

How to Cite
Kusuma, D. W., & Larasati, L. (2025). MENINGKATKAN MOTIVASI DAN KEPUASAN KERJA KARYAWAN MELALUI PENGGUNAAN PLATFORM GAMIFIKASI. Kohesi: Jurnal Sains Dan Teknologi, 6(11), 1–10. https://doi.org/10.3785/kohesi.v6i10.10598
Section
Articles
Author Biographies

Dimas Wiradarma Kusuma, Universitas Cendekia Mitra Indonesia

Universitas Cendekia Mitra Indonesia, Jl. Ngeksigondo No. 60, Prenggan, Kec Kotagede,

Kota Yogyakarta, Daerah Istimewa Yogyakarta, Indonesia

Larasati Larasati, Universitas Cendekia Mitra Indonesia

Universitas Cendekia Mitra Indonesia, Jl. Ngeksigondo No. 60, Prenggan, Kec Kotagede,

Kota Yogyakarta, Daerah Istimewa Yogyakarta, Indonesia

References

Adams. J. S. (1963). Toward the understanding of inequality. Journal of Abnormal and Social Psychology, 67(3), 422-436.

Amstrong, Michael, 1994, “Handbook of Personal Management Practise”, 4 th Edition, Kopan Page Ltd., London

Andjarwati, T. (2015). Motivasi dari sudut pandang teori hirarki kebutuhan Maslow, teori dua faktor Herzberg, teori xy Mc Gregor, dan teori motivasi prestasi Mc Clelland. JMM17: Jurnal Ilmu ekonomi dan manajemen, 2(01).

Cooke, Ernest F., 1999, “Control and Motivation in Sales Management through The Compensation Plan”, Journal of Marketing Theory and Practise Dessler.

Dole, Carol and Schroeder, Richard G., 2001, “The Impact of Various Factors on The Personality, Job Satisfaction and Turnover Intention of Profesional Accountants”, Managerial Auditing Journal, Vol. 16, No. 4, p. 234 – 245

Dole, Carol and Schroeder, Richard G., 2001, “The Impact of Various Factors on The Personality, Job Satisfaction and Turnover Intention of Profesional Accountants”, Managerial Auditing Journal, Vol. 16, No. 4, p. 234 – 245

Doyle, P. and Wong, V., 1998, “Marketing and Competitive Performance: An Empirical Study”, European Journal of Marketing, Vol. 32 No. 5/6, page 514-535

Doyle, P. and Wong, V., 1998, “Marketing and Competitive Performance: An Empirical Study”, European Journal of Marketing, Vol. 32 No. 5/6, page 514-535

Fuad Mas’ud, 2004, Survai Diagnosis Organisasional, Badan Penerbit Universitas Diponegoro, Semarang

Gary, 1992, “Manajemen Sumber Daya Manusia”, PT Prenhalindo, Jakarta.

Hardono, (2020). “Peningkatkan Kinerja Karyawan Menggunakan Pendekatan Motivasi, Kepuasan Kerja, dan Disiplin Kerja,. jurnal.stibsa

Herzberg, F., Mausner, B., & Snyderman, B. B. (1959). The Motivation to Work, 2nd ed. John Wiley & Sons. New York.

Locke, E. A. (1969). What is Job Satisfaction? Organizational Behavior and Human Performance, 336, 309-336.

Magen-Nagar, N., & Cohen, L. (2017). Learning strategies as a mediator for motivation and a sense of achievement among students who study in MOOCs. Education and information technologies,22(3), 1271-1290.

Marisa, F., Akhriza, T. M., Maukar, A. L., Wardhani, A. R., Iriananda, S. W., & Andarwati, M. (2020). Gamifikasi (gamification) konsep dan penerapan. Jointecs: Journal of Information Technology and Computer Science, 5(3), 219-228.

Marques, R., Costa, G., Da Silva, M.M., et al.(2018). Improving scrum adoption with gamification. Am. Conf. Inf. Syst. 2018 Digit Disruption, AMCIS, 1–10

Riatmaja, D. S., Sukmaningrum, D., & ST, M. (2023). Pengaruh Gamifikasi Pekerjaan dan Kepuasan Kerja terhadap Enjoyment Karyawan Perusahaan Startup di Yogyakarta: Pengaruh Gamifikasi Pekerjaan dan Kepuasan Kerja terhadap Enjoyment Karyawan Perusahaan Startup di Yogyakarta. Jurnal Aplikasi Bisnis, 20(2), 473-482.

Riyadi, S., & Mulyapradana, A. (2017). Pengaruh Motivasi Kerja Terhadap Kinerja Guru Radhatul Atfal di Kota Pekalongan. Jurnal Litbang Kota Pekalongan, 13.

Robbins, S.P., 1996, Perilaku Organisasi, Konsep, Kontroversi, Aplikasi. Prenhallindo, Jakarta.

Ryan, R. M., & Deci, E. L. (2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54–67. https://doi.org/10.1006/ceps.1999.1020

Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How Gamification motivates: An experimental study of the effects of specific game design elements on psycho- logical need satisfaction. Computers in Human Behavior.

Sedarmayanti, S., & Haryanto, H. (2017). Pengaruh motivasi kerja terhadap kinerja tenaga kependidikan fakultas kedokteran Universitas Padjadjaran. Jurnal Ilmu Administrasi: Media Pengembangan Ilmu dan Praktek Administrasi, 14(1), 96-112.

Selfiana, R., & Widjajanti, K. (2023). Peranan Motivasi Dalam Meningkatkan Kinerja Karyawan Pada Pt. Sango Ceramics Indonesia. Solusi, 21(3), 642-650.

Sulistiyani, T. Ambar. (2004). Memahami Good Governance dalam perspektif Sumber Daya Manusia. Jakarta: Gava Media.

Unkelos-Shpigel, N., & Hadar, I. (2018). Test First, Code Later: Educating for Test Driven Development: Teaching Case. In Advanced Information Systems Engineering Workshops: CAiSE 2018 International Workshops, Tallinn, Estonia, June 11-15, 2018, Proceedings 30 (pp. 186-192). Springer International Publishing.

Van den Broeck, A., Vansteenkiste, M., De Witte, H., Soenens, B., & Lens, W. (2010). Capturing autonomy, competence, and relatedness at work: Construction and initial validation of the Work-related Basic Need Satisfaction scale. Journal of Occupational and Organizational Psychology, 83(4), 981–1002. https://doi.org/10.1348/096317909X481382

Yang, X., Xi, N., Tang, H., & Hamari, J. (2023). Gamification and Marketing Management: A Literature Review and Future Agenda. AMCIS 2023 Proceedings.