ONLINE LEARNING INTERACTION DESIGN WITH GAMIFICATION APPROACH TO IMPROVE STUDENT LEARNING MOTIVATION

Online learning present in Indonesia as an alternative solution to support the teaching and learning process in school. The existing online learning has several shortcomings, namely the lack of two-way interaction between students and teachers or students with each other and the structure of t...

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Bibliographic Details
Main Author: Makarim, Farhan
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/54417
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Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:Online learning present in Indonesia as an alternative solution to support the teaching and learning process in school. The existing online learning has several shortcomings, namely the lack of two-way interaction between students and teachers or students with each other and the structure of the chapters provided tends to be monotonous and does not help students in learning. To solve this problem, several user surveys were conducted to validate problems and solution in the form of interaction design. From the results of the survey analysis, it was found that the right interaction design for online learning is an interaction design that focuses on usability and user experience that is helpful, fun and efficient to use, accompanied by the concept of gamification which will add a sense of fun during teaching and learning process. The gamification approach was chosen as one part of the interaction design because elements of the game and the structure of its activities according to research are considered to be able to encourage someone motivation to do something. The implementation of this interaction design is carried out by the prototyping method and evaluation using usability testing method. The result of this final project is high fidelity prototype made with reactJS framework which from testing found that the prototype has achieved usability & user experience goals, namely fun, helpful and efficient to use. In addition, the SUS score reached 90 on a scale of 100, where this score was much bigger than the SUS score on existing online learning.