Abstract—Gamification is the application of game elements
in non-gaming situations such as education. This technique can
be used to improve student learning motivation, engagement,
and performance. In practice, this technique is part of the
Learning Management System (LMS) that is used during the
learning process. Using the prior literature review and
observation approach, this research integrates gamification
framework, type of player, and six steps of gamification into a
gamification model that can be applied in university-level
learning. This gamification strategy is expected to boost student
learning motivation, engagement, and performance.
Index Terms—Gamification, learning, higher education,
LMS.
Natalia Limantara is with Computer Science Department, BINUS
Graduate Program, Doctor of Computer Science, Bina Nusantara University
and Information Systems Department, School of Information Systems, Bina
Nusantara University, Jakarta, 11480, Indonesia.
Meyliana is with Information Systems Department, School of Information
Systems, Bina Nusantara University, Jakarta, 11480, Indonesia.
Ford Lumban Gaol and Harjanto Prabowo are with Computer Science
Department, BINUS Graduate Program, Doctor of Computer Science, Bina
Nusantara University, Indonesia.
*Correspondence: nlimantara@binus.edu
Cite: Natalia Limantara*, Meyliana, Ford Lumban Gaol, and Harjanto Prabowo, "Designing Gamified Learning Management Systems for Higher Education," International Journal of Information and Education Technology vol. 13, no. 1, pp. 25-32, 2023.
Copyright © 2023 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).