Jurnal Informatika Terpadu
Vol 10 No 1 (2024): Maret, 2024

Analisis Model Kano pada Rancang Bangun Game Belajar Bahasa Inggris Berbasis Android pada Sekolah Dasar

Feoh, Gerson (Unknown)
Agustia, Komang Tri Sutrisna (Unknown)
Amadea, Ida Bagus Neo Kurnia (Unknown)



Article Info

Publish Date
27 Mar 2024

Abstract

The English learning process at SDN 5 Gulingan is still monotonous and uninteresting, resulting in low student interest and motivation. This has led to efforts to increase student engagement and participation through the implementation of gamification. This research aims to develop and implement gamification in the English learning process at SDN 5 Gulingan and measure the level of user satisfaction with the gamification features implemented. This research uses the ADDIE model in gamification development, which includes the stages of analysis, design, development, implementation, and evaluation. The Kano model is used to measure the level of user satisfaction with gamification features. The results show that gamification features, such as points, badges, leaderboards, and quiz features, can increase students' interest and motivation to learn. These features also help students understand the learning material more easily and enjoyably. The implementation of gamification in the English learning process at SDN 5 Gulingan proved to be effective in increasing students' interest, motivation, and learning effectiveness. This shows that gamification can be a solution to overcome the problem of monotonous and uninteresting learning.

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Journal Info

Abbrev

jit

Publisher

Subject

Computer Science & IT Decision Sciences, Operations Research & Management Education

Description

Jurnal Informatika Terpadu memuat jurnal ilmiah di bidang Ilmu Komputer, Sistem Informasi dan Teknik Informatika. Jurnal Informatika Terpadu diterbitkan oleh LPPM STT Nurul Fikri dengan periode dua kali dalam setahun, yakni pada bulan Maret dan ...