Evaluation of Student Core Drives on e-Learning during the Covid-19 with Octalysis Gamification Framework

Marisa, Fitri and Syed Ahmad, Sharifah Sakinah and Mohd Yusoh, Zeratul Izzah and Maukar, Anastasia L and Marcus, Ronald David and Widodo, Anang Aris (2020) Evaluation of Student Core Drives on e-Learning during the Covid-19 with Octalysis Gamification Framework. (IJACSA) International Journal of Advanced Computer Science and Applications, 11 (11). pp. 104-116. ISSN 2156-5570

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Abstract

Abstract: Learning activities during the Covid-19 pandemic were carried out with an online system even though in reality many institutions had not prepared their systems and infrastructure properly. Some e-learning media that are generally used based on survey results include 53.81% google classrooms combined with other applications that are not integrated with the institution's Learning Management System. This condition provides research opportunities to evaluate the effectiveness of online learning, especially how students are motivated to learn the method, where the results can be used as a reference in developing and refining the method. Based on many studies, that the gamification model can increase individual motivation in carrying out activities, this study uses a gamification octalysis framework to analyze the extent of the role of gamification in the learning process and measure the amount of student motivation in online learning activities. The evaluation results show that the conclusion of the Likert scale results in a "High" level, while the highest score is "Very High". As for the octalysis test scale, the average score of 6.5 on a scale of 1 to 10. The conclusion from the results of this evaluation is that the motivation to learn e-learning during the Covid-19 period is quite high and has the potential to be developed. While the results of the Octalysis framework with 8 core drives are still average, for that we need innovation in E-learning which aims to increase student motivation based on Octalysis's 8 core drives. The results of this study recommend that gamification is needed to increase student learning motivation in order to improve learning outcomes.

Item Type: Article
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Fakultas Teknologi Informasi > Informatika
Depositing User: Admin Unmerpas
Date Deposited: 05 Apr 2023 02:51
Last Modified: 05 Apr 2023 02:51
URI: http://repository.unmerpas.ac.id/id/eprint/160

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