Jurnal MEKOM: Media Komunikasi Pendidikan Kejuruan
Volume 12, Issue 2, August 2025

Analysis of Gamification Implementation in E-Learning Models on the Psychology of Engineering Major Students

Putri Fariza (Unknown)
Sofyan, Vina Annisa (Unknown)
Rosidah (Unknown)
Andi Dio Nurul Awalia (Unknown)
Annajmi Rauf (Unknown)
Elma Nurjannah (Unknown)



Article Info

Publish Date
15 Aug 2025

Abstract

Gamification is one of the learning strategies in education that can increase students’ interest and motivation in the learning process. The application of gamification is implemented in the E-learning model. In general, students do not enjoy repetitive tasks over long periods of time, yet they are willing to spend a considerable amount of time playing games. This study aims to understand the psychology of students regarding the implementation of gamification across all Engineering Departments at Universitas Negeri Makassar. This descriptive research model was conducted to examine students’ responses after its implementation. Students from Universitas Negeri Makassar in all Engineering Departments participated using a Google Form questionnaire with 15 statements as the data collection method. Data were obtained through a Likert Scale and analyzed using qualitative descriptive statistics. This analysis was intended to describe the characteristics of each variable. The results of this study indicate that the implementation of gamification in E-learning can enhance students’ active learning performance and has a significant impact on the psychology of each student.

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Journal Info

Abbrev

MKPK

Publisher

Subject

Engineering

Description

1. Teaching and Learning in TVET 2. Evaluation, Assessment, and Certification in TVET 3. Human Resources Management in TVET 4. Vocational Resources in TVET 5. Policy and Contemporary Issues in ...