Penerapan Gamifikasi dalam Platform WeLearn untuk Meningkatkan Motivasi Belajar Mahasiswa pada Program Studi Teknik Informatika

F Florika(1), Heny Pratiwi(2*), Bartolomius Harpad(3),

(1) STMIK Widya Cipta Dharma, Indonesia
(2) STMIK Widya Cipta Dharma, Indonesia
(3) STMIK Widya Cipta Dharma, Indonesia
(*) Corresponding Author

Abstract


The implementation of gamification in the WeLearn platform aims to enhance student learning motivation in the Informatics Engineering study program at STMIK Widya Cipta Dharma (Wicida) by integrating game elements such as points, badges, levels, and leaderboards into the learning system. This study evaluates the effectiveness of gamification in WeLearn on student learning motivation using the Research & Development (R&D) method, which includes problem identification, data collection through surveys, data analysis, design and implementation of gamification elements, and result evaluation. The findings indicate that gamification in WeLearn can increase student engagement, make learning more interactive, and encourage discipline in completing academic tasks. However, challenges such as students' dependence on competitive aspects and technological infrastructure limitations need to be addressed in its implementation. Therefore, the design of gamification in WeLearn must be strategically planned to align with academic goals and improve the quality of learning in higher education.


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DOI: https://doi.org/10.30645/kesatria.v6i2.584

DOI (PDF): https://doi.org/10.30645/kesatria.v6i2.584.g579

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