Gamified Distance Learning Application Design for Enhanced Student Engagement and User Experience

Authors

  • Fedelis Brian Putra Prakasa Universitas Atma Jaya Yogyakarta
  • Joseph Eric Samodra
  • Thomas Adi Purnomo Sidhi

DOI:

https://doi.org/10.24002/jbi.v15i1.8737

Keywords:

distance learning, gamification, User Experience Questionnaire, User Engagement Scale, pembelajaran jarak jauh, gamifikasi

Abstract

Distance Learning in Indonesia is one of the learning methods that began to be applied during the Covid-19 pandemic. Yet students face some obstacles, such as lack of motivation, struggling with operating learning devices, difficulty maintaining focus, and student engagement during the learning process. Gamification offers a solution to these problems by significantly enhancing user motivation and engagement, as it has been tested in research to have a profound impact. Therefore, this study aims to design a mobile application for Distance Learning by implementing gamification. It employs qualitative and quantitative data, including 32 students' responses from questionnaires like UEQ-S, utilized for testing user interface, and UES-SF, employed for testing gamification elements. By implementing gamification in this design, an engagement score of 83% was obtained, and the overall UEQ-S result was 1.89 in the Excellent category.

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Published

2024-04-01