Gamified Education Practice: Designing with E-commerce and ilearning Concept

Authors

  • Qurotul Aini University of Raharja Author
  • Mukti Budiarto University of Raharja Author
  • Panca Oktavia University of Raharja Author
  • Hadi Putra University of Raharja Author
  • Nuke Puji Lestari Santoso University of Raharja Author
  • Untung Rahardja6 University of Raharja Author

DOI:

https://doi.org/10.61841/g2eqmm58

Keywords:

E-Commerce, Learning Management System, Gamification

Abstract

Purpose: This research discusses two problems that often occur in the learning process in general: first, students often have difficulty understanding, and it is challenging to participate in discussions until then no solution successfully resolves their doubts, and second, the boring e-learning website.

Design / methodology / approach: SPSS analysis method using Ms. Excel 2007 and SmartPLS 3.2.8

Findings: Therefore, we have a solution to overcome this problem through e-commerce oriented learning practices, as a means for learning to use the Learning Management System.

Practical implications: Having a focus on the principles of Analysis and Design of Information Systems, with the concept of computing-oriented e-commerce embedded in the game to motivate the iLearning process.

Originality/value: Significance lies in reducing perceptions of gamification and components that are liked or disliked by users and the efficacy of our hybrid approach in system development.

 

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References

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Published

30.09.2020

How to Cite

Aini, Q., Budiarto, M., Oktavia, P., Putra, H., Santoso, N. P. L., & Rahardja6, U. (2020). Gamified Education Practice: Designing with E-commerce and ilearning Concept. International Journal of Psychosocial Rehabilitation, 24(7), 8201-8207. https://doi.org/10.61841/g2eqmm58