PENGEMBANGAN LEARNING MANAGEMENT SYSTEM (LMS) BERBASIS GAMIFIKASI UNTUK PERGURUAN TINGGI: DEVELOPMENT OF A GAMIFICATION-BASED LEARNING MANAGEMENT SYSTEM (LMS) FOR HIGHER EDUCATION INSTITUTIONS - Alia Rahmawati; Afifah Erinawati; Asyrafil Akmal; Neila Abidah Ardelia; Afif Faizin (EDUCATE, 2025)
Abstrak Kemajuan teknologi pendidikan menuntut adanya sistem pembelajaran yang adaptif dan inovatif. Penelitian ini bertujuan untuk mengkaji dan mengembangkan Learning Management System (LMS) berbasis gamifikasi yang terintegrasi dengan sistem akademik di perguruan tinggi guna meningkatkan motivasi dan keterlibatan mahasiswa. Metode yang digunakan adalah studi literatur sistematis terhadap artikel-artikel ilmiah dari tahun 2015-2025 melalui berbagai database terkemuka, seperti Google Scholar, Publish or Perish, dan DOAJ. Hasil penelitian menunjukkan bahwa penerapan elemen-elemen gamifikasi seperti poin, badge, leaderboard, tantangan, dan kuis mampu mendorong motivasi intrinsik maupun ekstrinsik mahasiswa serta meningkatkan partisipasi aktif dalam pembelajaran daring. Namun, efektivitasnya terhadap hasil belajar masih beragam tergantung pada rancangan, preferensi individu, dan kesesuaian elemen dengan karakteristik mahasiswa. Ditemukan bahwa elemen kuis memiliki kontribusi kognitif yang signifikan meskipun kurang menarik secara emosional. Penelitian ini menyimpulkan bahwa LMS berbasis gamifikasi yang dirancang secara adaptif dan personal dapat menjadi strategi efektif dalam mendukung pengembangan manajemen pendidikan dan peningkatan hasil belajar di perguruan tinggi. Kata Kunci: Gamifikasi, Sistem Manajemen Pembelajaran, Perguruan Tinggi, Motivasi Belajar, Keterlibatan Mahasiswa. Abstract Advances in educational technology require adaptive and innovative learning systems. This study aims to examine and develop a gamification-based Learning Management System (LMS) integrated with the academic system in higher education institutions to enhance student motivation and engagement. The method used is a systematic literature review of scientific articles from 2015–2025 through various leading databases, such as Google Scholar, Publish or Perish, and DOAJ. The results of the study indicate that the application of gamification elements such as points, badges, leaderboards, challenges, and quizzes can encourage both intrinsic and extrinsic motivation among students and increase active participation in online learning. However, its effectiveness on learning outcomes varies depending on the design, individual preferences, and the suitability of the elements to student characteristics. It was found that the quiz element has a significant cognitive contribution despite being less emotionally engaging. This study concludes that an adaptive and personalized gamification-based LMS can be an effective strategy in supporting educational management development and improving learning outcomes in higher education. Keywords: Gamification, Learning Management System, Higher Education, Learning Motivation, Student Engagement.