Need Analysis of Gamification-Based E-Learning Development with ADDIE Method for Student Learning Using Moodle Platform

A major challenge in e-learning is maintaining student motivation and engagement in the learning process. Gamification has been proven to be an effective approach in increasing student motivation by adding game elements into the learning experience. This research aims to analyze the needs of gamification-based e-learning development for student learning using ADDIE (Analysis, Design, Development, Implementation and Evaluation) method on Moodle platform. Moodle was chosen because it supports various gamification plugins, such as Level Up XP, Block Game, Ludic, Quizventure, Game and Badge Ladder. Through a comprehensive needs analysis, this research produces an appropriate design to improve learning engagement and effectiveness. The results of this research are expected to provide guidance for the development of gamification-based e-learning that is optimal for student learning.

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Publication Details

Journal
Jurnal E-Komtek (Elektro-Komputer-Teknik)
Published
2024-12-27
DOI
https://doi.org/10.37339/e-komtek.v8i2.2144
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Need Analysis of Gamification-Based E-Learning Development with ADDIE Method for Student Learning Using Moodle Platform

Benedictus Pascal Sanjaya, Yohanes Priadi, Yosua Arda Kurnia
1 citations
Jurnal E-Komtek (Elektro-Komputer-Teknik)
Educational Games and Gamification
0.79
article

Need Analysis of Gamification-Based E-Learning Development with ADDIE Method for Student Learning Using Moodle Platform

Benedictus Pascal Sanjaya, Yohanes Priadi, Yosua Arda Kurnia
article en
1 citations

Abstract

A major challenge in e-learning is maintaining student motivation and engagement in the learning process. Gamification has been proven to be an effective approach in increasing student motivation by adding game elements into the learning experience. This research aims to analyze the needs of gamification-based e-learning development for student learning using ADDIE (Analysis, Design, Development, Implementation and Evaluation) method on Moodle platform. Moodle was chosen because it supports various gamification plugins, such as Level Up XP, Block Game, Ludic, Quizventure, Game and Badge Ladder. Through a comprehensive needs analysis, this research produces an appropriate design to improve learning engagement and effectiveness. The results of this research are expected to provide guidance for the development of gamification-based e-learning that is optimal for student learning.

Jurnal E-Komtek (Elektro-Komputer-Teknik)Vol. 8(2)
Atma Jaya University Yogyakarta (ID)
Quality Education
Openalex Percentile: Top 21%
Educational Games and Gamification
0.79
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