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PENGEMBANGAN WEBSITE E-LEARNING BERBASIS GAMIFIKASI UNTUK MENINGKATKAN MINAT BELAJAR INFORMATIKA (STUDI KASUS SMAN 1 PETIR)
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
Fakultas Teknik Universitas Sultan Ageng Tirtayasa
Informatika, Fakultas Teknik Universitas Sultan Ageng Tirtayasa
PENGEMBANGAN WEBSITE E-LEARNING BERBASIS GAMIFIKASI UNTUK MENINGKATKAN MINAT BELAJAR INFORMATIKA (STUDI KASUS SMAN 1 PETIR) (Text)
PENGEMBANGAN WEBSITE E-LEARNING BERBASIS GAMIFIKASI UNTUK MENINGKATKAN MINAT BELAJAR INFORMATIKA (STUDI KASUS SMAN 1 PETIR) (Other)
HTML Summary of #57910 PENGEMBANGAN WEBSITE E-LEARNING BERBASIS GAMIFIKASI UNTUK MENINGKATKAN MINAT BELAJAR INFORMATIKA (STUDI KASUS SMAN 1 PETIR)
LB1603 Secondary Education. High schools
T Technology (General)