THE EFFECTIVENESS OF A DIGITAL-BASED GAMIFICATION PROGRAM ON IMPROVING DISCIPLINED BEHAVIOR AMONG INTERNS AT PT SWABINA GATRA
DOI:
https://doi.org/10.62260/causalita.v3i2.579Keywords:
gamification, work discipline, interns, organizational interventionAbstract
This study aims to examine the effectiveness of a gamification program in improving the work discipline of interns at PT Swabina Gatra. Preliminary observations indicated several disciplinary issues, including frequent tardiness, failure to complete mandatory attendance at the security post, improper use of required attributes, and delays in submitting administrative reports. These conditions highlight the need for an engaging intervention strategy capable of motivating interns to comply with organizational rules. This research employed a one-group pretest–posttest design with ten interns serving as research participants. The instrument used was a discipline scale developed based on three aspects: time discipline, rule discipline, and responsibility discipline. The gamification program was implemented over a period of two weeks by incorporating point systems, badges, daily challenges, and leaderboards as forms of feedback and positive reinforcement. Data analysis using the Wilcoxon Signed-Rank Test revealed a significant increase between pretest and posttest scores. Additionally, the N-Gain Score fell within the moderate category, indicating that the intervention was sufficiently effective in enhancing the interns’ discipline. These findings support the notion that gamification can facilitate behavioral change through enjoyable mechanisms that strengthen both intrinsic and extrinsic motivation.
References
Anindita, S. L., Subyantoro, A., & Siswanti, Y. (2024). The influence of work environment and work discipline during the dentist internship program (PIDGI) on dentist performance with motivation as a moderating variable in West Java, Indonesia. West Science Business and Management, 2(4), 1114–1122. https://wsj.westscience-press.com/index.php/wsbm
Azwar, S. (2012). Reliabilitas dan validitas. Pustaka Pelajar.
Cakrawala. (2024). Pengaruh motivasi kerja dan disiplin kerja terhadap produktivitas karyawan PT Pos Indonesia Tangerang Selatan. Jurnal Cakrawala: Ekonomi, Manajemen dan Bisnis, 6(2). https://jurnalamanah.com/index.php/cakrawala/article/view/98
Deci, E. L., & Ryan, R. M. (2000). The “what” and “why” of goal pursuits: Human needs and the self-determination of behavior. Psychological Inquiry, 11(4), 227–268. https://doi.org/10.1207/S15327965PLI1104_01
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference (pp. 9–15). ACM. https://doi.org/10.1145/2181037.2181040
Devi, F. K., Apriliasari, R. D., & Sa’adah, U. (2025). Peran program magang MBKM bagi mahasiswa akuntansi Universitas Bhayangkara Surabaya. INNOVATIVE: Journal of Social Science Research, 5(2), 3449–3458. https://j-innovative.org/index.php/Innovative
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain—A critical review. International Journal of Educational Technology in Higher Education, 14(9), 1–36. https://doi.org/10.1186/s41239-017-0042-5
DeVellis, R. F. (2016). Scale development: Theory and applications (4th ed.). SAGE Publications.
Farozi, M. (2016). Model perangkat lunak bisnis gamifikasi dalam mengevaluasi produktivitas kinerja kerja karyawan. Jurnal Cendikia, 12(1), 8–14.
Field, A. (2013). Discovering statistics using IBM SPSS statistics (4th ed.). SAGE Publications.
Gay, E., Umasugi, F., & Rasid, M. (2021). Students’ perceptions on internship program: Effectiveness and problems. In Proceedings of the 2nd Borobudur International Symposium on Humanities and Social Sciences (BIS-HSS 2020) (pp. 1–8). European Alliance for Innovation (EAI). https://doi.org/10.4108/eai.18-11-2020.2311690
Ghozali, I. (2016). Aplikasi analisis multivariate dengan program IBM SPSS 23. Badan Penerbit Universitas Diponegoro.
Guntur, I. S. (1996). Jaminan sosial tenaga kerja. Airlangga.
Hake, R. R. (1999). Analyzing change/gain scores. Indiana University.
Hasibuan, M. S. P. (2016). Manajemen sumber daya manusia. Bumi Aksara.
Hikmawati, F. (2020). Metodologi penelitian psikologi. Rajawali Pers.
Huotari, K., & Hamari, J. (2017). A definition for gamification: Anchoring gamification in the service marketing literature. Electronic Markets, 27, 21–31.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
Kurniawan, M. J., & Wang, G. (2024). Gamifikasi sistem pemantauan kinerja mahasiswa dalam mencapai kelulusan tepat waktu. Jurnal Teknologi Sistem Informasi (JTSI), 5(1), 105–118. https://doi.org/10.XXXX/JTSI.2024.05.01.105
Kusuma, D. W., & Larasati, L. (2025). Meningkatkan motivasi dan kepuasan kerja karyawan melalui penggunaan platform gamifikasi. Kohesi: Jurnal Sains dan Teknologi, 6(10), 1–10. https://ejournal.warunayama.org/index.php/kohesi/article/view/10598
Lewinsohn, P. M. (1974). A behavioral approach to depression. In R. J. Friedman & M. M. Katz (Eds.), The psychology of depression: Contemporary theory and research (pp. 157–178). Winston-Wiley.
Marczewski, A. (2015). Even ninja monkeys like to play: Gamification, game thinking and motivational design. CreateSpace Independent Publishing.
Mediawati, E., Widaningsih, M., Ab. Majid, R., Mohd Ali, N. A., Abdullah, S., Erawati, T., Susanto, M. R., & Nurtanto, M. (2020). Internship during the COVID-19 pandemic: Students and supervisors perspective. Psychology and Education, 57(8), 1036–1038.
Ningsih, M. S., Haeruddin, I. M., & Dipotmodjo, T. S. P. (2022). Pengaruh disiplin kerja terhadap kinerja pegawai pada kantor kelurahan. KINERJA: Jurnal Ekonomi dan Manajemen, 19(4), 774–778. https://doi.org/10.2528/kinerja.v19i4
Nuryadi, Astuti, T. D., Utami, E. S., & Budiantara, M. (2021). Dasar-dasar statistik penelitian. Deepublish.
Pranitasari, D., & Khotimah, K. (2021). Analisis disiplin kerja karyawan pada PT Bont Technologies Nusantara. Jurnal Akuntansi dan Manajemen, 18(1), 22–38.
Prasetyo, A. R., Wardani, N. K., & Rahmawati, D. (2021). Discipline and work environment affect employee productivity: Evidence from Indonesia. Academy of Entrepreneurship Journal, 27(5), 1–7. https://www.abacademies.org/articles/discipline-and-work-environment-affect-employee-productivity-evidence-from-indonesia-10772.html
Ramadhan, A., Kuswandi, D., & Fadhli, M. (2025). Penerapan gamifikasi untuk meningkatkan keterlibatan siswa dalam pembelajaran flipped classroom. Jurnal Pendidikan Informatika (JPI), 8(1), 107–115. https://doi.org/10.21009/JPI.081.10
Riatmaja, D. S., & Sukmaningrum, D. (2025). Pengaruh gamifikasi pekerjaan dan kepuasan kerja terhadap enjoyment karyawan perusahaan startup di Yogyakarta. Jurnal Akuntansi dan Bisnis (JABIS), 20(2). https://journal.uii.ac.id/JABIS/article/view/30989
Rianto, S., & Wijaya, L. I. (2022). Implementasi metode gamifikasi untuk meningkatkan motivasi dan pengukuran kinerja divisi marketing PT Z. Ekonomi dan Bisnis, 25(2), 72–80. https://doi.org/10.24123/jeb.v25i2.4848
Rosyada, Q. A., & Suratman, A. (2025). Student work readiness: Support from internship experience, motivation and work environment. Formosa Journal of Multidisciplinary Research, 4(6), 2731–2750. https://doi.org/10.55927/fjmr.v4i6.276
Sander, L., Bur, C., Wagner, L., & Koutsouleris, N. (2023). A gamified mobile app that helps people develop metacognitive skills to cope with stressful situations and difficult emotions. Frontiers in Psychology, 14, 1178827. https://doi.org/10.3389/fpsyg.2023.1178827
Smiderle, R., Rigo, S. J., Marques, L. B., Coelho, J. A. P. de M., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(3). https://doi.org/10.1186/s40561-019-0098-x
Soejono. (2000). Sistem dan prosedur kerja (Edisi ke-5). Bumi Aksara.
Sugiyono. (2019). Metode penelitian kuantitatif, kualitatif, dan R&D. Alfabeta.
Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving learning motivation and achievements. Journal of Computers in Education, 2(3), 449–473. https://doi.org/10.1007/s40692-015-0039-2
Susila, I. K., & Susanti, N. W. (2009). Analisis faktor-faktor yang memengaruhi disiplin kerja pegawai negeri sipil pada Kantor Departemen Agama Kabupaten Gianyar. Universitas Udayana.
Syaihuputra, B. M. M., Fauzyyah, N. P., Aritonang, C. D., & Putri, G. T. (2025). Gamifikasi dalam industri ojek online: Pengaruh terhadap perlindungan dan kesejahteraan pekerja. Forschungsforum Law Journal, 2(3), 236–246. https://doi.org/10.35586/flj.v2i03.10830
Tavakol, M., & Dennick, R. (2011). Making sense of Cronbach’s alpha. International Journal of Medical Education, 2, 53–55. https://doi.org/10.5116/ijme.4dfb.8dfd
Ulfah, N., Pane, D. N., & Indrawan, M. I. (2022). The factors affecting work discipline and motivation on employee performance at Aroma Bakery Ayahanda Branch, Medan. Britain International of Humanities and Social Sciences (BIoHS) Journal, 4(2), 316–325. https://doi.org/10.33258/biohs.v4i2.670
Wahyuni, T. I., Wolor, C. W., & Handaru, A. W. (2025). Pengaruh pengalaman magang dan soft skill terhadap kesiapan kerja mahasiswa Fakultas Ekonomi dan Bisnis Universitas Negeri Jakarta. Indonesia Economic Journal, 1(1), 273–291. https://doi.org/10.63822/f5hpnj38
Werbach, K. (2014). (Re)defining gamification: A process approach. In Persuasive technology (pp. 266–272). Springer.
Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Wharton Digital Press.
Wicaksono, D. A. (2021). Gamifikasi dalam peningkatan produktivitas mitra driver Gojek Indonesia. Laporan Penelitian Internal Gojek Indonesia.
Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. O’Reilly Media.
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Fida Puspitasari Dewi, Idha Rahayuningsih

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.



