CoMa: Development of Gamification-based E-learning

F. A. Bachtiar, F. Pradana, Bayu Priyambadha, D. I. Bastari
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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.
基于游戏化的电子学习的发展
有证据表明,由于不兼容和缺乏开发在线信息系统的知识,许多电子学习实施未能实现其学习目标。这种失败可能会导致挫败感、困惑,并降低学生的学习参与度。此外,将物理材料转换为数字材料可能会导致无聊,因为在学习过程中没有互动性。因此,学生的学习参与度降低了。游戏化概念可用于提高学生的学习参与度。本研究加入游戏化概念,开发一个电子学习系统。在这项研究中使用的游戏化元素包括排行榜、活动点数、经验点数、徽章、挑战、升级和添加好友。该电子学习系统是在《Java编程》课程中实现的。这种电子学习被称为代码狂热(CoMa)。电子学习是一个基于网络的系统,允许用户轻松交互。电子学习还具有自动评估学生作业的功能。使用白盒测试(即路径测试)和黑盒测试对开发的学习系统进行评估。测试结果表明,该电子学习系统能够很好地按照系统要求运行。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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