Dwiratama, Muhammad Ariandra (2026) Gamifikasi Sistem Duel Kuis Pembelajaran Pada Learning Management System “ITSDojo”. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Transformasi digital dalam pendidikan sering membuat proses evaluasi pada Learning Management System (LMS) menjadi pasif dan kurang memotivasi mahasiswa. Ketiadaan elemen interaktif dan kompetitif pada kuis asinkron memicu kelelahan kognitif. Penelitian ini bertujuan untuk merancang dan mengembangkan fitur gamifikasi kompetitif bernama Brain Duel pada platform LMS ITSDojo. Berlandaskan pada Self-Determination Theory (SDT), fitur ini dirancang untuk memfasilitasi kebutuhan psikologis dasar pengguna (otonomi, kompetensi, dan keterhubungan) guna meningkatkan motivasi belajar. Pengembangan sistem dilakukan menggunakan pendekatan Agile. Arsitektur real-time dibangun menggunakan protokol WebSocket (Socket.io) untuk sinkronisasi mode multiplayer 1v1 dan Arena, serta framework Next.js dan basis data PostgreSQL. Sistem dievaluasi melalui pengujian fungsionalitas arsitektur real-time (8 skenario) dan pengujian usabilitas kuantitatif menggunakan Single Ease Question (SEQ) serta System Usability Scale (SUS) yang melibatkan 20 responden mahasiswa Teknik Informatika ITS. Hasil pengujian fungsional menunjukkan tingkat keberhasilan 100%, di mana sistem mampu menangani kondisi krusial dan menjaga integritas data secara seketika (latensi rendah). Pengujian usabilitas mencatat skor rata-rata SEQ sebesar 6,66 (Sangat Mudah) dan skor rata-rata SUS sebesar 84,00 (Excellent). Hasil ini membuktikan bahwa integrasi gamifikasi duel kuis pada LMS ITSDojo berhasil diimplementasikan dengan tingkat penerimaan pengguna yang sangat baik, sehingga mampu menciptakan ekosistem evaluasi yang kompetitif dan interaktif
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The digital transformation in education often renders the evaluation process in Learning Management Systems (LMS) passive and demotivating for students. The absence of interactive and competitive elements in asynchronous quizzes triggers cognitive fatigue. This research aims to design and develop a competitive gamification feature called Brain Duel on the ITSDojo LMS platform. Based on the Self-Determination Theory (SDT), this feature is designed to facilitate users' basic psychological needs (autonomy, competence, and relatedness) to enhance learning motivation. System development was conducted using an Agile approach. The real-time architecture was built using the WebSocket protocol (Socket.io) to synchronize 1v1 and Arena multiplayer modes, utilizing the Next.js framework and a PostgreSQL database. The system was evaluated through functional testing of the real-time architecture (8 scenarios) and quantitative usability testing using the Single Ease Question (SEQ) and System Usability Scale (SUS) involving 20 informatics student respondents from ITS. The functional testing results showed a 100% success rate, indicating the system's capability to handle crucial conditions and maintain instantaneous data integrity (low latency). The usability testing recorded an average SEQ score of 6.66 (Very Easy) and an average SUS score of 84.00 (Excellent). These results demonstrate that the integration of quiz duel gamification in the ITSDojo LMS has been successfully implemented with excellent user acceptance, thereby creating a competitive and interactive evaluation ecosystem.
| Item Type: | Thesis (Other) |
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| Uncontrolled Keywords: | Gamifikasi, Brain Duel, Learning Management System, Real-time, Self-Determination Theory, System Usability Scale |
| Subjects: | L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods |
| Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis |
| Depositing User: | Muhammad Ariandra Dwiratama |
| Date Deposited: | 27 Jul 2026 01:12 |
| Last Modified: | 27 Jul 2026 01:12 |
| URI: | http://repository.its.ac.id/id/eprint/137619 |
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