ANALISIS PENGGUNAAN GAMIFICATION PADA E-LEARNING DI UNIVERSITAS GADJAH MADA (KASUS: PAPIRUS)
LALU GANDA RADY P, Ir. P. Insap Santosa, M.Sc., Ph.D. ; I Wayan Mustika, S.T., M.Eng., Ph.D.
2017 | Tesis | S2 Teknik ElektroGamification saat ini semakin berkembang dalam pengimplementasiannya. Dunia pendidikan menjadi salah satu pengguna gamification dalam meningkatkan minat peserta didik dalam berinteraksi dengan sistem e-learning. Dalam implementasinya gamification tidak selalu berhasil, hal ini diduga karena buruknya desain gamification yang selama ini diterapkan. Fokus gamification selama ini adalah pada tiga game mechanic yakni point, badge dan leaderboard. Yu-kai Chou membentuk Gamification Octalysis Framework sebagai acuan dalam melakukan desain gamifcation yang baik pada sebuah sistem. Penelitian ini menggunakan metode analisis kuantitatif menggunakan SEM-PLS dengan software Smartpls yang mengukur penggunaan gamification pada sistem e-learning berdasarkan Gamification Octalysis Framework. Beberapa variabel yang mewakili gamification yaitu Epic Meangin, Empowerment, Development & Accomplishment, Ownership dan Social Influence. Penelitian dilakukan di Departmen Teknik Elektro dan Teknologi Informasi Universitas Gadjah Mada 68 mahasiswa sebagai pengguna sistem e-learning. Berdasarkan hasil evaluasi pada sistem e-learning Papirus, disimpulkan bahwa desain gamification yang memberikan dampak positif pada minat pengguna dalam menggunakan Papirus adalah Ownership dengan nilai korelasi sebesar 3,704. Sementara itu variabel lainnya seperti Epic Meaning, Development and Accomplishment, Empowerment dan Social Influence terbukti belum mampu memberikan pengaruh positif pada penggunaan sistem e-learning Papirus dengan nilai korelasi di bawah 1,994.
Gamification is currently growing in the implementation. The world of education became one of the users of gamification in increasing the interest of learners in interacting with the e-learning system. In the implementation of gamification is not always successful, it is suspected due to poor gamification design that has been applied. The focus of gamification so far is on three game mechanics namely point, badge and leaderboard. Yu-kai Chou formed the Gamification Octalysis Framework as a reference in doing good gamifcation design on a system. This research uses quantitative analysis method using SEM-PLS with Smartpls software which measure the use of gamification in e-learning system based on Gamification Octalysis Framework. Some variables that represent gamification are Epic Meangin, Empowerment, Development & Accomplishment, Ownership and Social Influence. The research was conducted at the Department of Electrical Engineering and Information Technology of Gadjah Mada University 68 students as users of e-learning system. Based on the evaluation of the Papirus e-learning system, it is concluded that gamification design which gives positive impact on user interest in using Papirus is Ownership with correlation value 3,704. Meanwhile, other variables such as Epic Meaning, Development and Accomplishment, Empowerment and Social Influence proved not able to give a positive influence on the use of Papirus e-learning system with a correlation value below 1,994.
Kata Kunci : gamification, octalysis Framework, e-learning, papirus