APPLICATION OF GAMIFICATION IN INTERACTION DESIGN FOR E-LEARNING
E-learning has developed and is widely used nowaday, especially during the COVID-19 pandemic which requires the learning process to be carried out online. The online learning system is very useful as an educational support tool that can help students to improve the quality of their education a...
Saved in:
Main Author: | |
---|---|
Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/55589 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | E-learning has developed and is widely used nowaday, especially during the
COVID-19 pandemic which requires the learning process to be carried out online.
The online learning system is very useful as an educational support tool that can
help students to improve the quality of their education and assist teachers in
teaching and learning activities. However, it cannot be ignored that the face-toface and online learning system still makes most students feel very bored so that
students become lazy and don’t want to explore the learning process. Lack of user
motivation to use e-learning can also result in reduced motivation to learn. To
overcome this problem, an interaction design of online learning application was
made that applies gamification, using rewards, challenges, leaderboards, and
progress bars. The result of this final project is a high-fidelity prototype made
using Figma tools. Based on the results of the analysis, it was found that the
interaction design must have usability goals, namely effective to use and easy to
learn and user experience goals, namely motivating, enjoyable, helpful, and fun.
The user-centered design (UCD) approach is an approach in designing interaction
design that involves or places the user at the center of all its aspects. The UCD
approach was chosen because this approach involves a lot of users in the design
and development process, and considers the needs, goals, and input from users.
Evaluation were conducted using a System Usability Scale (SUS) questionnaire, a
Single Ease Question (SEQ) questionnaire, an Intrinsic Motivation Inventory
(IMI) questionnaire, observations, and interviews. The evaluation results show
that the application design has achieved the usability goals set, namely effective to
use and easy to learn. The user experience goals that have been set, namely
motivating, enjoyable, helpful, and fun have also been successfully achieved with
the design of this application. |
---|