User Interface and Exprience Gamification-Based E-Learning with Design Science Research Methodology
DOI:
https://doi.org/10.30812/matrik.v22i1.2427Keywords:
E-Learning, Gamification, User Interface, User Experience, User Experience QuestionnaireAbstract
In 2020, the Islamic Elementary Teacher Working Group (KKG MI) held an E-Learning Training for Islamic Elementary School Teachers in DKI Jakarta about one of the gamification applications, Quizizz. According to observation, many teachers are still perplexed when utilizing the Quizizz program. This is due to the application’s design and different functionalities, which still appear complicated to some teachers who aren’t used to using it. The existing gamification application is also considered not to meet the learning needs at Islamic elementary schools in Jakarta. This study intends to analyze and design User Interface (UI) and User Experience (UX) designs for gamification-based e-learning applications as solutions to the problems found. Data collection begins with an observation and also a literature study, questionnaires, and interviews. For the design, Design Science Research Methodology (DSRM) is used, which consists of six stages: Problem Identification & Motivation, Define the Objective for a Solution, Design & Development, Demonstration, Evaluation and Communication. The results of the evaluation of the gamification-based e-learning design designed with the User Experience Questionnaire (UEQ) and Task Success show that the e-learning design is considered attractive and users can interact with e-learning effectively and easily.
Downloads
References
Students,†International Journal of Emerging Technologies in Learning, vol. 13, no. 12, pp. 157–176, 2018.
[2] Y. Zou, L. Shen, and S. Dadparvar, “The Influence of E-Learning Behavior on Students’ Learning Performance of Disaster
Emergency Knowledge,†International Journal of Emerging Technologies in Learning (iJET), vol. 17, no. 01, pp. 49–59, jan
2022. [Online]. Available: https://online-journals.org/index.php/i-jet/article/view/28475
[3] A. Thoo, A. Thoo, S. Hang, Y. Lee, and L. Tan, “Students’ Satisfaction Using E-Learning as a Supplementary Tool,†International
Journal of Emerging Technologies in Learning (iJET), vol. 16, no. 15, pp. 16–30, 2021.
[4] A. Y. Alqahtani and A. A. Rajkhan, “E-Learning Critical Success Factors During The Covid-19 Pandemic: A Comprehensive
Analysis of E-Learning Managerial perspectives,†Education Sciences, vol. 10, no. 9, pp. 1–16, 2020.
[5] H. A. Yamani, “A Conceptual Framework for Integrating Gamification in E-Learning Systems Based on Instructional Design
Model,†International Journal of Emerging Technologies in Learning (iJET), vol. 16, no. 04, pp. 14–33, feb 2021. [Online].
Available: https://online-journals.org/index.php/i-jet/article/view/15693
[6] D. Orhan G¨oks¨un and G. G¨ursoy, “Comparing Success and Engagement in Gamified Learning Experiences Via Kahoot and
Quizizz,†in Computers and Education, vol. 135, no. January. Elsevier, 2019, pp. 15–29.
[7] W. T. Nakamura, L. C. Marques, L. Rivero, E. H. T. De Oliveira, and T. Conte, “Are Scale-Based Techniques Enough for
Learners to Convey Their UX when Using a Learning Management System?†Revista Brasileira de Inform´atica na Educac¸ ˜ao,
vol. 27, no. 01, pp. 104–131, jan 2019. [Online]. Available: http://www.br-ie.org/pub/index.php/rbie/article/view/7788
[8] Y. M. Lim, A. Ayesh, and K. N. Chee, “Socio-Demographic Differences in The Perceptions of Learning Management System
(Lms) Design,†International Journal of Software Engineering & Applications, vol. 4, no. 5, pp. 15–35, 2013.
[9] T. Phunkaew, C. Phandan, and C. Wongwatkit, “Design and Evaluation of Interactive Learning Story and User Interface Prototyping
for Mobile Responsive Learning Application,†in Proceedings of 2019 4th International Conference on Information
Technology: Encompassing Intelligent Technology and Innovation Towards the New Era of Human Life, InCIT 2019. IEEE,
2019, pp. 132–137.
[10] F. A. Bachtiar, F. Pradana, B. Priyambadha, and D. I. Bastari, “CoMa: Development of Gamification-Based E-Learning,†in
2018 10th International Conference on Information Technology and Electrical Engineering (ICITEE). IEEE, jul 2018, pp.
1–6. [Online]. Available: https://ieeexplore.ieee.org/document/8534875/
[11] H. Naufal Irfan and S. Hansun, “Pembangunan Aplikasi Latihan Soal IPA SD dengan Gamifikasi dan Mersenne Twister,†Jurnal
Teknologi Informasi dan Ilmu Komputer (JTIIK), vol. 7, no. 1, pp. 87–98, 2020.
[12] A. C. T. Klock, I. Gasparini, and M. S. Pimenta, “User-Centered Gamification for E-Learning Systems: A Quantitative and
Qualitative Analysis of its Application,†Interacting with Computers, vol. 31, no. 5, pp. 425–445, 2020.
[13] I. Suprianto, F. Pradana, and F. Abdurrachman Bachtiar, “Pengembangan Aplikasi E-Learning dengan Menerapkan Metode
Gamification,†Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer, vol. 3, no. 2, pp. 1716–1724, 2019.
[14] Sugiyono, Metode Penelitian Kuantitatif, Kualitatif dan R & D , 19th ed. Bandung: Alfabeta, 2014, 2014.
[15] T. Tullis and B. Albert, Measuring The User Experience. Elsevier, jul 2013. [Online]. Available: https:
//linkinghub.elsevier.com/retrieve/pii/C20110000169
[16] A. Apriani, H. Zakiyudin, and K. Marzuki, “Penerapan Algoritma Cosine Similarity dan Pembobotan TF-IDF System Penerimaan Mahasiswa Baru pada Kampus Swasta,†Jurnal Bumigora Information Technology (BITe), vol. 3, no. 1, pp. 19–27, 2021.
Downloads
Published
Issue
Section
How to Cite
Similar Articles
- Ardi Mardiana, Ade Bastian, Ano Tarsono, Dony Susandi, Safari Yonasi, Optimized YOLOv8 Model for Accurate Detection and Quantificationof Mango Flowers , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 24 No. 3 (2025)
- Surahmat Surahmat, Alfred Tenggono, Analisis Perbandingan Kinerja Layanan Infrastructure As A Service Cloud Computing Pada Proxmox dan Xenserver , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 19 No. 1 (2019)
- Michael Michael, Frenky Tanoto, Eric Wibowo, Frenky Lutan, Abdi Dharma, Pengenalan Plat Kendaraan Bermotor dengan Menggunakan Metode Template Matching dan Deep Belief Network , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 19 No. 1 (2019)
- Munirul Ula, Veri Ilhadi, Zailani Mohamed Sidek, Comparing Long Short-Term Memory and Random Forest Accuracy for Bitcoin Price Forecasting , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 23 No. 2 (2024)
- Elly Mufida, Dedi Irawan, Giatika Chrisnawati, REMOTE SITE MIKROTIK VPN DENGAN POINT TO POINT TUNNELING PROTOCOL (PPTP) STUDI KASUS PADA YAYASAN TERATAI GLOBAL JAKARTA , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 16 No. 2 (2017)
- Winny purbaratri, Hindriyanto Dwi Purnomo, Danny Manongga, Iwan Setyawan, Hendry Hendry, Sentiment Analysis of e-Government Service Using the Naive Bayes Algorithm , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 23 No. 2 (2024)
- I Putu Hariyadi, Sentralisasi Manajemen Hotspot Menggunakan Transparent Bridge Tunnel EoIP over SSTP , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 16 No. 2 (2017)
- Aini Suri Talita, Aristiawan Wiguna, Implementasi Algoritma Long Short-Term Memory (LSTM) Untuk Mendeteksi Ujaran Kebencian (Hate Speech) Pada Kasus Pilpres 2019 , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 19 No. 1 (2019)
- Tjut Awaliyah Zuraiyah, Sufiatul Maryana, Asep Kohar, Automatic Door Access Model Based on Face Recognition using Convolutional Neural Network , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 22 No. 1 (2022)
- Susandri Susandri, Ahmad Zamsuri, Nurliana Nasution, Yoyon Efendi, Hiba Basim Alwan, The Mitigating Overfitting in Sentiment Analysis Insights from CNN-LSTM Hybrid Models , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 24 No. 2 (2025)
You may also start an advanced similarity search for this article.
Most read articles by the same author(s)
- Luh Kesuma Wardhani, Nenny Anggraini, Nashrul Hakiem, M. Tabah Rosyadi, Amin Rois, IoT-based Integrated System Portable Prayer Mat and DailyWorship Monitoring System , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 22 No. 3 (2023)
- Muhamad Nur Gunawan, Titi Farhanah, Siti Ummi Masruroh, Ahmad Mukhlis Jundulloh, Nafdik Zaydan Raushanfikar, Rona Nisa Sofia Amriza, Accuracy of K-Nearest Neighbors Algorithm Classification For Archiving Research Publications , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 23 No. 3 (2024)
- Siti Ummi Masruroh, Andrew Fiade, Muhammad Ikhsan Tanggok, Rizka Amalia Putri, Luigi Ajeng Pratiwi, Convolutional Neural Network for Colorization of Black and White Photos , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 22 No. 2 (2023)
- Siti Ummi Masruroh, Cong Dai Nguyen, Doni Febrianus, Comparative Analysis of TF-IDF and Modern Text Embedding for the Classification of Islamic Ideologies on Indonesian Twitter , MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer: Vol. 25 No. 1 (2025)
.png)











