Gamification in Education: Innovative Solutions through Learning System Development to Increase Student Motivation and Interest
Abstract
Gamification in education is an innovative solution to increase student motivation and engagement. This research aims to develop an interesting and interactive gamification-based learning system. The method used is Feature Driven Development (FDD), which supports application development in stages and iteratively. With FDD, features such as points, levels, challenges and rewards are integrated into the application, allowing for adaptation to evolving needs. The research results show that the application of gamification in e-learning has succeeded in increasing student interest and participation. Through leaderboards and badges, students are encouraged to compete and achieve achievements. Interactive narratives at each level and quest features strengthen students' emotional involvement in learning. In addition, gamification overcomes the shortcomings of traditional learning methods which are often monotonous. The implementation of gamification creates a learning experience that is both fun and challenging. Students are more motivated to complete learning assignments and actively participate in class discussions.
Keywords
Full Text:
PDFReferences
D. Kristiadi and K. Mustofa, “Platform Gamifikasi untuk Perkuliahan,” IJCCS (Indonesian J. Comput. Cybern. Syst., vol. 11, no. 2, p. 131, 2017, doi: 10.22146/ijccs.17053.
C. P. A. Sukran and I. Huda, “Pengembangan Aplikasi Pembelajaran Online dengan Metode Gamifikasi Berbasis Web,” J. Internet Softw. Eng., vol. 4, no. 1, pp. 6–11, 2023, doi: 10.22146/jise.v4i1.2456.
M. Setiyawan, W. W. Winarno, and A. Sunyoto, “Implementasi Gamification pada Aplikasi Perkuliahan Mahasiswa dengan Metode Feature Driven Development (Studi Kasus: AMIK Cipta Darma Surakarta),” J. Ilm. IT CIDA, vol. 5, no. 1, pp. 16–30, 2019, doi: 10.55635/jic.v5i1.87.
D. N. Sari and A. R. Alfiyan, “Peran Adaptasi Game (Gamifikasi) dalam Pembelajaran untuk Menguatkan Literasi Digital: Systematic Literature Review,” Upgrad. J. Pendidik. Teknol. Inf., vol. 1, no. 1, pp. 43–52, 2023, doi: 10.30812/upgrade.v1i1.3157.
M. Mambang et al., “Pendampingan Pemanfaatan Gamifikasi untuk Pendidikan di Masa Depan,” Jumat Inform. J. Pengabdi. Masy., vol. 3, no. 1, pp. 21–28, 2022, doi: 10.32764/abdimas_if.v3i1.2439.
O. A. Santosa and H. Setiaji, “Pengembangan Aplikasi Ecommerce dengan Metode Feature Driven Development,” Pros. Autom., vol. 1, no. 2, 2020.
A. Mohammad et al., “Efektivitas Gamifikasi dalam Sistem Informasi Perkuliahan: Sebuah Pendekatan Inovatif,” JAMASTIKA, vol. 3, no. 2, pp. 57–69, 2024.
A. K. Yaniaja, A. K. Yaniaja, H. Wahyudrajat, H. Wahyudrajat, and V. T. Devana, “Pengenalan Model Gamifikasi ke dalam E-Learning Pada Perguruan Tinggi,” ADIMAS Pengabdi. Kpd. Masy., vol. 1, no. 1, pp. 22–30, 2021, doi: 10.34306/adimas.v1i1.235.
R. Smiderle, S. J. Rigo, L. B. Marques, J. A. Peçanha de Miranda Coelho, and P. A. Jaques, “The impact of gamification on students’ learning, engagement and behavior based on their personality traits,” Smart Learn. Environ., vol. 7, no. 1, 2020, doi: 10.1186/s40561-019-0098-x.
DOI: https://doi.org/10.5281/zenodo.14179021
Refbacks
- There are currently no refbacks.
Copyright (c) 2024 Erlin Lilis, Laila Indriyani, Putri Delarani Azzahra, Fenny Purwani

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
ISSN : 3025-6704





