Gamification for Increasing Learning Motivation of College Student
DOI:
https://doi.org/10.21512/emacsjournal.v3i1.6843Keywords:
Gamification, Motivation, Mobile, ApplicationAbstract
The purpose of this research is to build an attractive gamification system that could motivate college students as the user target by customized challenges with adjustable difficulty-scaled reward systems. The methods used for the research consists of problem identification, collecting and analyzing the data, problem formulation, solution and design creation, product implementation, and evaluation. StudyGO is a mobile application that has 2 main features that have gamification aspects which are focused and scheduled study. The application evaluation is done with questionnaire evaluation based on 5 measurable human factors. The majority results from the application feels very motivated and rewarded enough from this gamification system.
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