Rancang Bangun Aplikasi E-Learning di LBB Primagama Malang dengan Implementasi Konsep Gamifikasi
Author(s) -
Muhammad Shulhan Khairy,
Dimas Wahyu Wibowo,
Muhammad Dio Syahrizal
Publication year - 2021
Publication title -
matics jurnal ilmu komputer dan teknologi informasi (journal of computer science and information technology)
Language(s) - English
Resource type - Journals
eISSN - 2477-2550
pISSN - 1978-161X
DOI - 10.18860/mat.v13i2.12131
Subject(s) - computer science , mathematics education , point (geometry) , e learning , multimedia , psychology , world wide web , mathematics , the internet , geometry
Recently, e-learning as a learning media has been developed rapidly. But students have lack of interest to learn. We develop e-learning system with gamification concepts to solve that problem. Gamification concepts that implemented to the system includes point, badge, reward, and leaderboard. We also implement gamification element such as game mechanic, game design, and game thinking. The system tested to the students and got improvement 81,60% for interest to learn.
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