Wahyu Nur Hidayat, Hakkun Elmunsyah, Luluk Iwanatul Bariroh, Tri Atmadji Sutikno
The decrease in learning motivation significantly impacts students' understanding and learning outcomes. This study aims to develop gamification-based e-learning for vocational high school students and describe the feasibility level of e-learning. The implementation of gamification aims to increase student involvement, motivation, and learning experience. This development research adapts the SAM (Successive Approximation Model) 1 development model through three iterative stages: evaluate, design, and develop. Evaluation is carried out through the stages of alpha testing by experts and beta testing by users. Results of alpha testing are: (1) Material expert validation is very valid with a percentage of 89.06%. (2) Media experts' validation is very valid, with a percentage of 92.26%. Beta testing attended by 45 VHS students resulted in 81.3% with very valid criteria. The learning motivation test resulted in 81.04% with very high motivation criteria, which showed the effect of gamification implementation in fostering student learning motivation. Media experts, material experts, and students have tested E-learning for feasibility. Therefore, e-learning products are feasible and can be used as a medium to support learning in database subjects at VHS. © 2022 IEEE.
Universitas Negeri Malang, Electrical Engineering Dept, Malang, Indonesia