THE USE OF GAMIFICATION IN INTERACTION DESIGN OF PROGRAMMING LEARNING APPLICATION THAT MOTIVATE USERS

Education, especially programming education, is essential for society along with nowadays technological developments. Face-to-face learning was deemed less effective, so e-learning were developed to facilitate the learning process better. However, existing e-learning applications have the disadva...

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Main Author: Shousen Bukit, Manasye
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/49883
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:49883
spelling id-itb.:498832020-09-21T11:16:37ZTHE USE OF GAMIFICATION IN INTERACTION DESIGN OF PROGRAMMING LEARNING APPLICATION THAT MOTIVATE USERS Shousen Bukit, Manasye Indonesia Final Project programming learning, motivation, gamification, prototype, interaction design, user-centered design, usability, user experience goals. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/49883 Education, especially programming education, is essential for society along with nowadays technological developments. Face-to-face learning was deemed less effective, so e-learning were developed to facilitate the learning process better. However, existing e-learning applications have the disadvantage of being boring and unable to motivate users in learning. To solve this problem, a programming learning interaction design is created using gamification approach, e.g. levels, process bars, points, social interactions, and challenges. The result of this final project is an interaction design prototype made with AdobeXD. Based on the analysis, it was found that this design must have usability goals effective to use and easy to learn. On the other hand, user experience goals that must be fulfilled are motivating, enjoyable, and helpful. Tests were carried out using the SUS (System Usability of Scale) questionnaire, the SEQ (Single Ease Question) questionnaire, the IMI (Intrinsic Motivation Inventory) questionnaire, observation, and interviews. The high-fidelity test results showed that the high-fidelity prototype has reached the usability goals effective to use, marked by 100% completion of tasks and easy to learn, marked by a decreasing learning curve. User experience goals motivating, enjoyable, and helpful are also achieved through this prototype, indicated by the average IMI score (from a maximum value of 7) of 6.52 on the Interest / Enjoyment subscale; 6,8 on the Value / Usefulness subscale; 1,2 on the Pressure / Tension subscale. The overall results of this test indicate that by using this prototype, users feel motivated in learning. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Education, especially programming education, is essential for society along with nowadays technological developments. Face-to-face learning was deemed less effective, so e-learning were developed to facilitate the learning process better. However, existing e-learning applications have the disadvantage of being boring and unable to motivate users in learning. To solve this problem, a programming learning interaction design is created using gamification approach, e.g. levels, process bars, points, social interactions, and challenges. The result of this final project is an interaction design prototype made with AdobeXD. Based on the analysis, it was found that this design must have usability goals effective to use and easy to learn. On the other hand, user experience goals that must be fulfilled are motivating, enjoyable, and helpful. Tests were carried out using the SUS (System Usability of Scale) questionnaire, the SEQ (Single Ease Question) questionnaire, the IMI (Intrinsic Motivation Inventory) questionnaire, observation, and interviews. The high-fidelity test results showed that the high-fidelity prototype has reached the usability goals effective to use, marked by 100% completion of tasks and easy to learn, marked by a decreasing learning curve. User experience goals motivating, enjoyable, and helpful are also achieved through this prototype, indicated by the average IMI score (from a maximum value of 7) of 6.52 on the Interest / Enjoyment subscale; 6,8 on the Value / Usefulness subscale; 1,2 on the Pressure / Tension subscale. The overall results of this test indicate that by using this prototype, users feel motivated in learning.
format Final Project
author Shousen Bukit, Manasye
spellingShingle Shousen Bukit, Manasye
THE USE OF GAMIFICATION IN INTERACTION DESIGN OF PROGRAMMING LEARNING APPLICATION THAT MOTIVATE USERS
author_facet Shousen Bukit, Manasye
author_sort Shousen Bukit, Manasye
title THE USE OF GAMIFICATION IN INTERACTION DESIGN OF PROGRAMMING LEARNING APPLICATION THAT MOTIVATE USERS
title_short THE USE OF GAMIFICATION IN INTERACTION DESIGN OF PROGRAMMING LEARNING APPLICATION THAT MOTIVATE USERS
title_full THE USE OF GAMIFICATION IN INTERACTION DESIGN OF PROGRAMMING LEARNING APPLICATION THAT MOTIVATE USERS
title_fullStr THE USE OF GAMIFICATION IN INTERACTION DESIGN OF PROGRAMMING LEARNING APPLICATION THAT MOTIVATE USERS
title_full_unstemmed THE USE OF GAMIFICATION IN INTERACTION DESIGN OF PROGRAMMING LEARNING APPLICATION THAT MOTIVATE USERS
title_sort use of gamification in interaction design of programming learning application that motivate users
url https://digilib.itb.ac.id/gdl/view/49883
_version_ 1822000498619711488