The Preliminary Results of the Kms Model with Additional Elements of Gamification to Optimize Research Output in a Higher Education Institution
Ahmad Sanmorino1, Ermatita2, Samsuryadi3

1Ahmad Sanmorino, Faculty of Computer Science, Universitas Indo Global Mandiri, Palembang, Indonesia.
2Ermatita, Faculty of Computer Science, Universitas Sriwijaya, Palembang, Indonesia.
3Samsuryadi, Faculty of Computer Science, Universitas Sriwijaya, Palembang, Indonesia.

Manuscript received on 18 June 2019 | Revised Manuscript received on 25 June 2019 | Manuscript published on 30 June 2019 | PP: 554-559 | Volume-8 Issue-5, June 2019 | Retrieval Number: E7144068519/19©BEIESP
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: In this paper, we propose a new approach to optimize research output in the higher education institution environment. This new approach is in the form of a knowledge management system (KMS) model with the addition of elements derived from games or better known as gamification. The study began with a review of related research and studying papers that have been published by other researchers. Based on the results of learning, we found a gap in the absence of a KMS model that can be used by research managers in higher education institutions to increase the research output. First, we study the existing KMS models and related previous researches. Furthermore we added several elements that came from games into the proposed KMS model. Adding elements that came from games expected can increase the motivation of researchers to be more productive, which in turn can increase the research output in HEI. We compare elements that came from games and elements came from the previous KMS model. The result of the brief comparison shows the elements came from games more dynamic then elements came from previous KMS model. The elements that came from games much better in some ways, such as has the ability to display differences in performance between one researcher to others and can be implemented in many fields. In further research, we will conduct testing and evaluation of the proposed KMS model, involving researchers from higher education institutions.
Keywords: Research Output, Knowledge Management System, Gamification, Higher Education Institution.

Scope of the Article: Knowledge Discovery