Gamifikasi Sistem Progresi dan Pencapaian pada Learning Management System “ITSDojo”

Nugraha, Made Daryl Adi (2026) Gamifikasi Sistem Progresi dan Pencapaian pada Learning Management System “ITSDojo”. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Penggunaan Learning Management System (LMS) konvensional di perguruan tinggi cenderung bersifat pasif, sehingga berdampak pada rendahnya motivasi dan keterlibatan mahasiswa dalam pembelajaran digital. Penelitian ini merancang, mengimplementasikan, dan mengevaluasi sistem gamifikasi berbasis progresi dan pencapaian pada platform LMS "ITSDojo". Desain gamifikasi dilandaskan pada Self-Determination Theory (SDT), yang mencakup pilar otonomi, kompetensi, dan keterhubungan, serta prinsip keengganan merugi (loss aversion) untuk membentuk konsistensi belajar. Sistem yang dikembangkan menghadirkan ekosistem gamifikasi komprehensif yang memisahkan mata uang kompetensi (XP) dari mata uang transaksional (Gems) dalam sebuah Dual-Currency Economy, dilengkapi mekanisme Tiered Goals, Streak Freeze, sistem pencapaian berlapis (badges), dan peta belajar visual (roadmap). Evaluasi dilakukan dengan pendekatan metode campuran: pengukuran kuantitatif menggunakan System Usability Scale (SUS) dan Single Ease Question (SEQ), serta evaluasi kualitatif melalui wawancara semi-terstruktur terhadap 20 mahasiswa. Hasil pengujian menunjukkan skor SUS rata-rata 84,00 (kategori Excellent) dan skor SEQ serta Clarity rata-rata 6,50–6,80 dari skala 7. Secara kualitatif, 90% responden melaporkan peningkatan persepsi motivasi dan kemandirian belajar dibandingkan LMS konvensional, yang utamanya dikaitkan dengan visualisasi kemajuan belajar yang jelas dan umpan balik instan saat latihan. Penelitian ini menyimpulkan bahwa gamifikasi yang dirancang secara terstruktur berbasis kebutuhan psikologis pengguna mengindikasikan kemampuan mentransformasi pengalaman pembelajaran digital menjadi lebih interaktif dan memotivasi.
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Conventional Learning Management Systems (LMS) in higher education tend to foster passive student engagement, resulting in low motivation and limited participation in digital learning. This study designs, implements, and evaluates a gamified progression and achievement system integrated into "ITSDojo". The gamification design is grounded in Self-Determination Theory (SDT), addressing the psychological needs of autonomy, competence, and relatedness, and the principle of loss aversion to sustain learning consistency. The system introduces a comprehensive gamification ecosystem featuring a Dual-Currency Economy that distinguishes competency currency (XP) from transactional currency (Gems), complemented by Tiered Goals, Streak Freeze, a layered achievement system (badges), and a visual learning roadmap. System evaluation employed a mixed-methods approach: quantitative measurement via System Usability Scale (SUS) and Single Ease Question (SEQ), and qualitative evaluation through semi-structured interviews with 20 student participants. Results yielded a mean SUS score of 84.00 (Excellent category) and mean SEQ and Clarity scores of 6.50–6.80 out of 7. Qualitatively, 90% of respondents reported an improvement in perceived motivation and learning independence compared to conventional LMS platforms, primarily attributed to clear learning progress visualization and instant feedback during coding practice. This study concludes that structured gamification designed around users' psychological needs indicates the capacity to transform the digital learning experience into one that is more interactive and motivating.

Item Type: Thesis (Other)
Uncontrolled Keywords: Dual-Currency Economy, Gamifikasi, Learning Management System (LMS), Self-Determination Theory (SDT), Sistem Progresi dan Pencapaian, Gamification, Progression and Achievement System,
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: Made Daryl Adi Nugraha
Date Deposited: 28 Jul 2026 03:56
Last Modified: 28 Jul 2026 03:56
URI: http://repository.its.ac.id/id/eprint/137629

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