Rancang Bangun Aplikasi Edutainment Untuk Anak SD Dengan Teknik Gamifikasi Berbasis Octalysis Dan Machinations Framework

Santika, Ardha Putra (2016) Rancang Bangun Aplikasi Edutainment Untuk Anak SD Dengan Teknik Gamifikasi Berbasis Octalysis Dan Machinations Framework. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Teknologi berbasis edukasi terasa kurang begitu nampak aplikasinya di ranah pendidikan. Banyak faktor penarik, di antaranya lemahnya sisi User Experience. Gamifikasi menawarkan perancangan aplikasi yang menyematkan elemen game sehingga lebih memiliki daya tarik terhadap konten aplikasi karena konsep game yang telah dikenal menyenangkan dan mudah dipahami. Konsep gamifikasi dirancang dengan Octalysis Framework yang menganalisis dari delapan sisi psikologi game. Perancangan gamifikasi kemudian divisualisasikan secara interaktif melalui Machinations Framework. Selanjutnya, diimplementasikan pada platform mobile menjadi aplikasi Edutainment. Didapatkan dari pengujian usabilitas sepuluh penguji bahwa gamifikasi yang diujikan memiliki dampak membuat aplikasi lebih menarik, edukatif, tidak membosankan, dan bisa meningkatkan ketertarikan anak dalam belajar ======================================================================================================== Applied education based on technology seems to be less known and popular in education realm. Detention such as badly user experience design is emerging. Gamification offers better user experience quality and user engagement by applying the game elements into non-game context. Game often ensures a remarkable experience in playing and is known easy-tounderstand context. The concept here is to design with Octalysis Framework which analyzes the eight game psychology, named core drive. The design then is visualized by Machinations Framework; interactively implementing the gamification elements to be applied in application context. Furthermore, the approved design is implemented in mobile platform. Based on ten testers in usability testing, the applied gamification may interest more, educate more, less boring, and raise motivation for kids to study

Item Type: Thesis (Undergraduate)
Additional Information: RSIf 006.276 2 San r
Uncontrolled Keywords: Gamifikasi; octaysis; machination; eduainment
Subjects: L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
L Education > LB Theory and practice of education > LB1044.87 Internet in education. Virtual reality in education.
L Education > LB Theory and practice of education > LB1501 Primary Education
Q Science > QA Mathematics > QA75 Electronic computers. Computer science. EDP
Q Science > QA Mathematics > QA76.6 Computer programming.
T Technology > TR Photography > TR897.7 Computer animation
Divisions: Faculty of Information Technology > Informatics Engineering > 55201-(S1) Undergraduate Thesis
Depositing User: Yeni Anita Gonti
Date Deposited: 01 Jul 2020 08:01
Last Modified: 01 Jul 2020 08:01
URI: http://repository.its.ac.id/id/eprint/76264

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