Marzuliyanti, Hanny Destian (2026) PENGEMBANGAN WEBSITE E-LEARNING BERBASIS GAMIFIKASI UNTUK MENINGKATKAN MINAT BELAJAR INFORMATIKA (STUDI KASUS SMAN 1 PETIR). S1 thesis, Fakultas Teknik Universitas Sultan Ageng Tirtayasa.
|
Text (Fulltext)
Hanny Destian Marzuliyanti_3337220057_Fulltext.pdf Restricted to Registered users only Download (3MB) | Request a copy |
|
|
Text (Bab 1)
Hanny Destian Marzuliyanti_3337220057_01.pdf Restricted to Registered users only Download (1MB) | Request a copy |
|
|
Text (Bab 2)
Hanny Destian Marzuliyanti_3337220057_02.pdf Restricted to Registered users only Download (241kB) | Request a copy |
|
|
Text (Bab 3)
Hanny Destian Marzuliyanti_3337220057_03.pdf Restricted to Registered users only Download (1MB) | Request a copy |
|
|
Text (Bab 4)
Hanny Destian Marzuliyanti_3337220057_04.pdf Restricted to Registered users only Download (827kB) | Request a copy |
|
|
Text (Bab 5)
Hanny Destian Marzuliyanti_3337220057_05.pdf Restricted to Registered users only Download (129kB) | Request a copy |
|
|
Text (Daftar Referensi)
Hanny Destian Marzuliyanti_3337220057_Ref.pdf Restricted to Registered users only Download (121kB) | Request a copy |
|
|
Text (Lampiran)
Hanny Destian Marzuliyanti_3337220057_Lamp.pdf Restricted to Registered users only Download (841kB) | Request a copy |
|
|
Text (Cek Plagiasi)
Hanny Destian Marzuliyanti_3337220057_CP.pdf Restricted to Registered users only Download (3MB) | Request a copy |
Abstract
This study aims to design, build, and test the effectiveness of a gamification-based e-learning website as an interactive learning medium for 10th-grade students at SMAN 1 Petir. The development method utilized is the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The platform was developed using the Python programming language with the Django framework for the backend, React JS for the frontend, and MySQL for the database. The implemented gamification elements include experience points (XP), leaderboards, and badges. Results from Black Box and White Box testing indicate that all system functionalities operate correctly and are valid. The User Acceptance Test (UAT) showed a user acceptance rate of 88.5% (Very Good category). Effectiveness analysis using the Paired Sample T-Test showed a significant increase in learning interest with a significance value of 0.000 < 0.05. The average learning interest score increased from 74.64 (pre-test) to 88.45 (post-test) with an N-Gain score of 0.47 (Moderate category). Consequently, this gamification-based e-learning website is proven effective in increasing students' interest in learning Informatics. Keywords: E-learning, Gamification, Informatics, Learning Interest, ADDIE
| Item Type: | Thesis (S1) | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Contributors: |
|
|||||||||
| Uncontrolled Keywords: | E-learning, Gamifikasi, Informatika, Minat Belajar, ADDIE. | |||||||||
| Subjects: | L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools T Technology > T Technology (General) |
|||||||||
| Divisions: | 03-Fakultas Teknik > 55201-Jurusan Teknik Informatika | |||||||||
| Depositing User: | Hanny Destian Marzuliyanti | |||||||||
| Date Deposited: | 03 Feb 2026 04:44 | |||||||||
| Last Modified: | 03 Feb 2026 04:44 | |||||||||
| URI: | http://eprints.untirta.ac.id/id/eprint/57910 |
Actions (login required)
![]() |
View Item |
