F. A. Bachtiar, F. Pradana, Bayu Priyambadha, D. I. Bastari
{"title":"CoMa: Development of Gamification-based E-learning","authors":"F. A. Bachtiar, F. Pradana, Bayu Priyambadha, D. I. Bastari","doi":"10.1109/ICITEED.2018.8534875","DOIUrl":null,"url":null,"abstract":"There has been evidence that many of e-learning implementations fail to achieve their learning objectives due to incompatibility and lack of knowledge in developing an online information system. This failure could lead to frustration, confusion, and a decrease in the student engagement in learning. Moreover, transferring physical materials to the digital ones could result in boredom because there is no interactivity in the learning process. As a consequence, student engagement in learning decreases. Gamification concept may be used to increase student engagement in learning. This study develops an e-learning system by adding gamification concept. Gamification elements used in this study are leaderboard, activity point, experience point, badge, challenges, leveling, and add friends. The e-learning system is implemented in the Java Programming course. This e-learning is called Code Mania (CoMa). The e-learning is a web-based system that allows the user to interact easily. The e-learning also has an automatic evaluation feature to evaluate student work. The developed learning system is evaluated using whitebox testing that is path testing and blackbox testing. The result from the testing shows that the e-learning system could run well as specified in the system requirement.","PeriodicalId":142523,"journal":{"name":"2018 10th International Conference on Information Technology and Electrical Engineering (ICITEE)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 10th International Conference on Information Technology and Electrical Engineering (ICITEE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICITEED.2018.8534875","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
There has been evidence that many of e-learning implementations fail to achieve their learning objectives due to incompatibility and lack of knowledge in developing an online information system. This failure could lead to frustration, confusion, and a decrease in the student engagement in learning. Moreover, transferring physical materials to the digital ones could result in boredom because there is no interactivity in the learning process. As a consequence, student engagement in learning decreases. Gamification concept may be used to increase student engagement in learning. This study develops an e-learning system by adding gamification concept. Gamification elements used in this study are leaderboard, activity point, experience point, badge, challenges, leveling, and add friends. The e-learning system is implemented in the Java Programming course. This e-learning is called Code Mania (CoMa). The e-learning is a web-based system that allows the user to interact easily. The e-learning also has an automatic evaluation feature to evaluate student work. The developed learning system is evaluated using whitebox testing that is path testing and blackbox testing. The result from the testing shows that the e-learning system could run well as specified in the system requirement.