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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Main Author: Makarim, Farhan
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/54419
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:54419
spelling id-itb.:544192021-03-16T15:02:18ZONLINE LEARNING INTERACTION DESIGN WITH GAMIFICATION APPROACH TO IMPROVE STUDENT LEARNING MOTIVATION Makarim, Farhan Indonesia Final Project interaction design, user experience, online learning, prototype, gamification INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/54419 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. 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 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.
format Final Project
author Makarim, Farhan
spellingShingle Makarim, Farhan
ONLINE LEARNING INTERACTION DESIGN WITH GAMIFICATION APPROACH TO IMPROVE STUDENT LEARNING MOTIVATION
author_facet Makarim, Farhan
author_sort Makarim, Farhan
title ONLINE LEARNING INTERACTION DESIGN WITH GAMIFICATION APPROACH TO IMPROVE STUDENT LEARNING MOTIVATION
title_short ONLINE LEARNING INTERACTION DESIGN WITH GAMIFICATION APPROACH TO IMPROVE STUDENT LEARNING MOTIVATION
title_full ONLINE LEARNING INTERACTION DESIGN WITH GAMIFICATION APPROACH TO IMPROVE STUDENT LEARNING MOTIVATION
title_fullStr ONLINE LEARNING INTERACTION DESIGN WITH GAMIFICATION APPROACH TO IMPROVE STUDENT LEARNING MOTIVATION
title_full_unstemmed ONLINE LEARNING INTERACTION DESIGN WITH GAMIFICATION APPROACH TO IMPROVE STUDENT LEARNING MOTIVATION
title_sort online learning interaction design with gamification approach to improve student learning motivation
url https://digilib.itb.ac.id/gdl/view/54419
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