TY - CONF SP - 258 PB - Institute of Electrical and Electronics Engineers Inc. AV - none UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85112451202&doi=10.1109%2fICCOINS49721.2021.9497192&partnerID=40&md5=6de14f3113a019046da641bcd08a6b18 A1 - Xiang, G.F. A1 - Savita, K.S. A1 - Abbas, M.K. A1 - Suroso, J. A1 - Widyaningsih, S. A1 - Suparti, S. N1 - cited By 0; Conference of 6th International Conference on Computer and Information Sciences, ICCOINS 2021 ; Conference Date: 13 July 2021 Through 15 July 2021; Conference Code:170762 ID - scholars14695 EP - 263 SN - 9781728171517 N2 - Gamification understood as the use of game design elements in the other contexts for the purpose of engagement has become a hot topic in years. The role of gamification in promoting learner' learning has been investigated empirically by many scholars. To date, mixed results about the effectiveness of gamification have been reported, and researchers frequently argue that the inappropriateness of certain techniques may have contributed to these mixed findings, especially toward disaster subject. Relatively little research that stated gamification in the disaster is an effective approach to learn the subject. Moreover, disasters and emergencies have been increasing all over the world. Disaster mitigation measures are those that eliminate or reduce the impacts and risks of hazards through proactive measures taken before an emergency or disaster occurs. Today, with technological advancement, acquiring knowledge and its application is regarded as the only effective way to prevent disasters or reducing its effects. The research also aimed to review the importance of gamification integration to support the existing education and the effect of different methods of education on disaster mitigation among Indonesia community. In this regard, having the gamification to disaster educational is possible for people to acquire and increase the level of knowledge, which in return, increases the motivation and engagement of the learner. The results showed that gamification integration positively affects learner' learning compare to existing traditional classroom method. © 2021 IEEE. Y1 - 2021/// KW - Disasters; Gamification; Knowledge acquisition; Risk assessment KW - Classroom method; Disaster mitigation; Educational contents; Effective approaches; ITS applications; Motivation and engagements; Proactive measures; Technological advancement KW - Disaster prevention TI - The Development of the Educational Contents for Disaster Mitigation in Indonesia ER -