Wahyu Nur Hidayat, Hsiu-Ling Chen
Gamification has become increasingly popular in education for boosting engagement, motivation, and active participation, especially in Science, Technology, Engineering and Mathematic (STEM) fields where it makes complex subjects more accessible. However, there is limited research on combining gamification with established pedagogical frameworks like the 6E model, which emphasizes active learning and reflection. This study aims to evaluate the user experience of the Gitpedia platform as a gamified learning platform with the 6E model. This study employed a quantitative approach using the User Experience Questionnaire (UEQ) combined with interviews. The subjects of the study were 29 grade X vocational high school students. The course was delivered through face-toface session and divided into three meetings. The learning materials focus on static routing, beginning with an introduction of static routing to practical exercises and case studies. The user experience evaluation activity was carried out through a quantitative survey with data collection through the UEQ. The data were analyzed descriptively to determine the performance of the platform on the six UEQ dimensions. The results of the study show that Gitpedia obtained good scores on the attractiveness and stimulation dimensions, as well as above average scores on other dimensions, indicating a positive and enjoyable user experience. In conclusion, Gitpedia as a gamified learning platform based on the 6E Model provides a satisfying user experience and has the potential to support the computer network learning process effectively. © 2025 IEEE.
State University of Malang, Department of Electrical Engineering and Informatics, Malang, Indonesia; Graduate Institute of Digital Learning and Education, National Taiwan University of Science and Technology, Taipei, Taiwan