Gamification for Increasing Learning Motivation of College Student

Authors

  • Agnes Kurniati Bina Nusantara University
  • Francisco Maruli Panggabean Bina Nusantara University
  • Nadia Nadia Bina Nusantara University
  • Thomas Galih Satria Bina Nusantara University

DOI:

https://doi.org/10.21512/emacsjournal.v3i1.6843

Keywords:

Gamification, Motivation, Mobile, Application

Abstract

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.

Dimensions

Plum Analytics

Author Biographies

Agnes Kurniati, Bina Nusantara University

Computer Science Department, School of Computer Science

Nadia Nadia, Bina Nusantara University

Computer Science Department, School of Computer Science

Thomas Galih Satria, Bina Nusantara University

Computer Science Department, School of Computer Science

References

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Published

2021-01-31

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