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IJIET 2024 Vol.14(1): 26-33
doi: 10.18178/ijiet.2024.14.1.2020

Developing Gamified Learning Management Systems to Increase Student Engagement in Online Learning Environments

Singgih Subiyantoro1,*, I Nyoman Sudana Degeng2, Dedi Kuswandi2, and Saida Ulfa2
1. Department of Educational Technology, Universitas Negeri Malang, Indonesia. He is also with the Department of Educational Technology, Universitas Veteran Bangun Nusantara, Indonesia
2. Department of Educational Technology, Universitas Negeri Malang, Indonesia
Email: singgihsubiyantoro@univetbantara.ac.id (S.S.); nyoman.sudana.d.fip@um.ac.id (I.N.S.D.); dedi.kuswandi.fip@um.ac.id (D.K.); saida.ulfa.fip@um.ac.id (S.U.)
*Corresponding author

Manuscript received May 30, 2023; revised June 26, 2023; accepted July 27, 2023; published January 5, 2024

Abstract—Online learning has become a trend in today’s digital age. Accessibility, flexibility, a wide variety of learning resources, collaboration and communication, and the use of technology and innovation are reasons for the increasing popularity of online learning. However, student engagement is often low and requires innovative solutions to increase it. This study aims to develop and analyze the effectiveness of gamified Learning Management Systems (LMS) in increasing student engagement in online learning. The research method used is the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were students of one of the private universities in Indonesia who attended online lectures during the pandemic. Data collected using questionnaires, observation sheets, and interview guidelines were then analyzed using descriptive statistics. The results showed that gamified Learning Management Systems (LMS) was able to increase student engagement in online learning. However, technical limitations and inadequate institutional support were barriers to implementing gamified LMSs. In conclusion, developing gamified LMS can be an effective alternative strategy to increase student engagement in online learning and positively influence their academic performance. Overall, this research contributes to the development of gamified LMS in Indonesia and provides insight into the effectiveness of gamification strategies in increasing student engagement in the online learning environment.

Keywords—gamification, learning management system, online learning, student engagement

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Cite: Singgih Subiyantoro, I Nyoman Sudana Degeng, Dedi Kuswandi, and Saida Ulfa, "Developing Gamified Learning Management Systems to Increase Student Engagement in Online Learning Environments," International Journal of Information and Education Technology vol. 14, no. 1, pp. 26-33, 2024.


Copyright © 2024 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).

General Information

  • ISSN: 2010-3689 (Online)
  • Abbreviated Title: Int. J. Inf. Educ. Technol.
  • Frequency: Monthly
  • DOI: 10.18178/IJIET
  • Editor-in-Chief: Prof. Dr. Steve Thatcher
  • Managing Editor: Ms. Nancy Y. Liu
  • Abstracting/ Indexing: Scopus (CiteScore 2022: 2.0), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Google Scholar
  • E-mail: ijiet@ejournal.net

 

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