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...

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Bibliographic Details
Main Author: Yuliawan, Ricky
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/55589
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Institution: Institut Teknologi Bandung
Language: Indonesia
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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.