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Gamification-Based Redesign of Sekawan V3 Using User-Centered Design and Usability Evaluation Fadhlan Putera Sopian; Chanifah Indah Ratnasari
bit-Tech Vol. 8 No. 3 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i3.3774

Abstract

Higher education institutions expect thesis administration systems to support students not only functionally but also through clear workflow guidance and sustained engagement. In Sekawan V3, preliminary observation and an initial user interview identified issues related to limited progress visibility, fragmented workflow, unclear status feedback, and low motivational support during the undergraduate thesis process. This study aimed to redesign Sekawan V3 by integrating gamification elements based on the Octalysis framework into its interface while grounding the redesign in a user-centered design approach. The novelty of this study lies in applying gamification to a procedural academic administrative workflow to improve progress awareness and user motivation in thesis administration. The study consisted of four main stages: understanding the context of use, specifying user requirements, producing design solutions, and evaluating the resulting prototype. A high-fidelity prototype was developed in Figma by redesigning the main thesis administration features, including Dashboard, Files, Logbook, Progress Check, and Leaderboard. The gamification system was implemented through progress indicators, levels, badges, and task guidance. A usability evaluation was conducted through online unmoderated testing with 26 respondents (17 active students and 9 alumni), followed by the System Usability Scale questionnaire. The results showed an overall SUS score of 72.79, categorized as an acceptable usability level with a good user experience rating. These findings suggest that the gamification-based redesign can improve progress awareness, workflow clarity, and motivational support in thesis administration, while still requiring further refinement and full backend implementation.
Development of an Online Multiplayer Bentengan Game to Support Teamwork Learning Adinda Tzalia Ramadhanti Bukian; Chanifah Indah Ratnasari; Resnia Novitasari
bit-Tech Vol. 9 No. 1 (2026): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v9i1.4010

Abstract

Teamwork is an essential social skill that should be practiced through direct interaction from an early age. However, many educational games remain individually oriented and provide limited opportunities for children to communicate, coordinate, and cooperate toward shared goals. This study developed Zona Penjaga, an online multiplayer educational game that adapts the traditional Bentengan game to facilitate teamwork-oriented learning among elementary school students. The game was developed using the ADDIE model and implemented with Unity, Photon Unity Networking for real-time multiplayer interaction, and Firebase for gameplay data storage. The evaluation involved 15 fourth-grade male students aged 9–10 years from one school in a one-day implementation without a control group. Data were collected through pretest-posttest questionnaires, gameplay observation, black box testing, and the System Usability Scale. All tested feature groups functioned as expected, indicating technical feasibility. The Wilcoxon signed-rank test showed a significant increase in posttest teamwork scores (Z = −3.078, p = 0.002); however, the low N-Gain value (0.21) indicates limited improvement. Observed cooperative behavior during gameplay was high, with a mean score of 3.61 out of 4.00, but this finding reflects short-term teamwork tendencies and in-session behavior rather than long-term skill development. Usability was moderate (SUS = 63.33), and 66.7% of participants scored below 68, indicating the need for substantial interface and onboarding refinement before broader classroom use. Overall, Zona Penjaga is technically promising, but its effectiveness and usability require validation through larger, more diverse, controlled, and longitudinal studies.
PENGEMBANGAN “PINTER AKSARA JAWA”: GIM EDUKASI AKSARA JAWA UNTUK ANAK BERBASIS ANDROID Nurhaliza Fatimah Az-Zahrah; Chanifah Indah Ratnasari
Technologia : Jurnal Ilmiah Vol 16 No 3 (2025): Technologia (Juli)
Publisher : Fakultas Teknologi Informasi, Universitas Islam Kalimantan Muhammad Arsyad Al Banjari, di bawah koordinasi UPT Publikasi dan Pengelolaan Jurnal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v16i3.19819

Abstract

Penguasaan aksara Jawa semakin tergerus oleh perubahan zaman dan minimnya media pembelajaran yang menarik bagi generasi muda. Penelitian ini menghadirkan solusi melalui pengembangan gim edukasi berbasis Android bernama Pinter Aksara Jawa, yang dirancang khusus untuk siswa sekolah dasar. Menggunakan pendekatan Game Development Life Cycle, gim dikembangkan secara sistematis mulai dari perancangan hingga tahap pengujian pengguna. Hasil pengujian menunjukkan bahwa seluruh fitur berjalan sesuai fungsinya dan pengguna, baik siswa maupun guru, menyatakan ketertarikan serta kemudahan dalam menggunakan gim ini sebagai media belajar. Temuan ini memperkuat peran teknologi sebagai sarana edukatif yang efektif dan kontekstual dalam upaya pelestarian budaya lokal.