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GAMIFICATION IN E-LEARNING: ITS IMPACT ON MOTIVATION AND LEARNING ACHIEVEMENT Baso Intang Sappaile; Elisa Mayang Sari; Abdun Wijaya
Berajah Journal Vol. 6 No. 4 (2026): Berajah Journal
Publisher : CV. Lafadz Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47353/bj.v6i4.712

Abstract

With e-learning becoming more and more common at all educational levels, the advancement of digital technology has fueled the transformation of the learning process. Low student involvement and motivation, however, continue to be obstacles to the adoption of online learning. Gamification, or the use of game elements in an educational setting to improve learning, is one popular strategy to deal with this problem. The purpose of this study is to examine how gamification in e-learning affects learning outcomes and student motivation. A literature study was the research methodology employed, looking at numerous pertinent books, scholarly publications, and scientific papers about gamification in digital learning environments. According to the study's findings, gamification components including points, badges, levels, challenges, leaderboards, and reward systems can boost students' motivation both internally and externally. Additionally, by making learning more engaging and pleasurable, gamification enhances academic accomplishment, learning persistence, active involvement, and engagement. However, the learning design, student characteristics, and how well the game components fit the intended learning objectives all affect how effective gamification is. In order to maximize the advantages of e-learning-based learning processes, gamification must be implemented in a methodical manner. This study advances a more comprehensive knowledge of gamification's function as a cutting-edge tactic to raise the caliber of online education in the age of educational reform.
ANALISIS WEBSITE SEKOLAH MENGGUNAKAN MODEL END-USER COMPUTING SATISFACTION (EUCS) Abdun Wijaya; Hana Gardenia Mahbubah
Berajah Journal Vol. 7 No. 1 (2026): Berajah Journal
Publisher : CV. Lafadz Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47353/bj.v7i1.750

Abstract

The development of information technology has encouraged schools to utilize websites as a means of providing information and communicating with stakeholders. However, the existence of a school website must be balanced with service quality that meets user expectations. This study aims to evaluate the level of user satisfaction at the SMK Nusantara Weru website using the End-User Computing Satisfaction (EUCS) model. The study employed a quantitative approach with a survey method using a Likert-scale questionnaire. The study respondents were 90 students selected as active users of the school website. The EUCS model was used to measure user satisfaction based on five dimensions: content, accuracy, format, ease of use, and timeliness. Data analysis was performed using multiple linear regression and supporting statistical tests. The results showed that all EUCS variables simultaneously had a significant effect on user satisfaction. Partially, the variables content, accuracy, format, and ease of use significantly influenced user satisfaction, while timeliness showed no significant effect. The format variable was the most dominant factor influencing website user satisfaction. The findings of this study are expected to provide a basis for schools to improve the quality and management of their websites as effective and user-oriented digital information services.