Gamification in Education: Enhancing Distance Learning Engagement and Performance

  • Christy Mahendra STIKOM YOS SUDARSO
  • Wilson Nasumi Mili Pusat Pelayanan Informasi dan Intranet Kampus, Universitas Kristen Duta Wacana
  • Bergitta Dwi Annawati Program Studi Pendidikan Fisika, Fakultas Keguruan dan Ilmu Pendidikan Universitas Katolik Widya Mandala Surabaya
Keywords: Gamification, System Usability Scale, Physics

Abstract

Innovative education methods have been made possible through technological advancements, such as the integration of gamification in distance learning. This approach involves adding gaming elements to the learning process to encourage student engagement and competition. In this study, a gamification system was implemented and evaluated using the System Usability Scale (SUS) method, involving 50 students. The data analysis revealed a 71.86% increase in student learning scores after introducing the gamification system. Furthermore, the SUS evaluation demonstrated an excellent usability score of 86.6, with three critical statements receiving the highest rating of 4. These statements indicated that the gamification system was user-friendly, accessible to others, and possessed intuitive features. This study highlights how gamification can be an effective way to make distance learning more enjoyable. It provides valuable information for teachers and professionals who want to improve student participation in remote learning

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Published
2024-02-23
How to Cite
Mahendra, C., Mili, W., & Annawati, B. (2024). Gamification in Education: Enhancing Distance Learning Engagement and Performance. Proceedings of the National Conference on Electrical Engineering, Informatics, Industrial Technology, and Creative Media, 3(1), 897-905. Retrieved from https://centive.ittelkom-pwt.ac.id/index.php/centive/article/view/185