Viva Arifin
Universitas Islam Negeri Syarif Hidayatullah Jakarta, Indonesia

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User Interface and Exprience Gamification-Based E-Learning with Design Science Research Methodology Viva Arifin; Velia Handayani; Luh Kesuma Wardhani; Hendra Bayu Suseno; Siti Ummi Masruroh
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 22 No 1 (2022)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i1.2427

Abstract

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.