GAMIFICATION ON KODEBARENG ONLINE LEARNING PLATFORM

A common challenge that many learners face when doing online learning is the difficulty in maintaining motivation to learn what they want to learn. The statement of this problem is reinforced by the high number of students who stop learning in an online learning class and the low number of student...

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Main Author: Gunawan, Mario
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/66338
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:66338
spelling id-itb.:663382022-06-28T08:08:14ZGAMIFICATION ON KODEBARENG ONLINE LEARNING PLATFORM Gunawan, Mario Indonesia Final Project learning programming, online learning, gamification, engagement INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/66338 A common challenge that many learners face when doing online learning is the difficulty in maintaining motivation to learn what they want to learn. The statement of this problem is reinforced by the high number of students who stop learning in an online learning class and the low number of students who complete the online learning class. One of the ways that can be used to solve this problem is by implementing gamification features to increase students’ motivation and engagement. Kodebareng is an online programming learning site created to make it easier for anyone to learn programming for free. Unfortunately, Kodebareng is a learning site that still lacks gamification. Therefore, gamification features will be implemented in Kodebareng learning. The gamification features that will be implemented are challenge, feedback, achievement, and progress. These four features fulfill the given time constraint and can increase the motivation and engagement of the learner. The difficulty experienced when implementing these features is the changes that occur in the backend system of the site. From the tests conducted, it was found that the engagement between students who used and did not use gamification features actually showed that students who studied without gamification features had higher engagement. This could be due to the small number of people doing the testing. However, most people who tested the gamification feature gave positive responses, such as progress bar helps provide motivation, and felt weekly challenge can provide more selling points than other learning platforms. 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 A common challenge that many learners face when doing online learning is the difficulty in maintaining motivation to learn what they want to learn. The statement of this problem is reinforced by the high number of students who stop learning in an online learning class and the low number of students who complete the online learning class. One of the ways that can be used to solve this problem is by implementing gamification features to increase students’ motivation and engagement. Kodebareng is an online programming learning site created to make it easier for anyone to learn programming for free. Unfortunately, Kodebareng is a learning site that still lacks gamification. Therefore, gamification features will be implemented in Kodebareng learning. The gamification features that will be implemented are challenge, feedback, achievement, and progress. These four features fulfill the given time constraint and can increase the motivation and engagement of the learner. The difficulty experienced when implementing these features is the changes that occur in the backend system of the site. From the tests conducted, it was found that the engagement between students who used and did not use gamification features actually showed that students who studied without gamification features had higher engagement. This could be due to the small number of people doing the testing. However, most people who tested the gamification feature gave positive responses, such as progress bar helps provide motivation, and felt weekly challenge can provide more selling points than other learning platforms.
format Final Project
author Gunawan, Mario
spellingShingle Gunawan, Mario
GAMIFICATION ON KODEBARENG ONLINE LEARNING PLATFORM
author_facet Gunawan, Mario
author_sort Gunawan, Mario
title GAMIFICATION ON KODEBARENG ONLINE LEARNING PLATFORM
title_short GAMIFICATION ON KODEBARENG ONLINE LEARNING PLATFORM
title_full GAMIFICATION ON KODEBARENG ONLINE LEARNING PLATFORM
title_fullStr GAMIFICATION ON KODEBARENG ONLINE LEARNING PLATFORM
title_full_unstemmed GAMIFICATION ON KODEBARENG ONLINE LEARNING PLATFORM
title_sort gamification on kodebareng online learning platform
url https://digilib.itb.ac.id/gdl/view/66338
_version_ 1822933011346227200