Effective e-Learning requiresstudents to be active, thus, creating an environment that engages the students is one of the challenges. One of the ways to build an engaging e-Learning environment is by applying gamification concept. It improves user engagement by enrichingthe system withthe game design elements. This research aims to analyze the impact of gamification environment on e-Learning system by looking at student's quantitative interaction. 38 students from different high schoolswere voluntarily joined to test out two different system. This experiment focus on observing the impact of removing and adding gamification on the existing e-Learning system. The result shows that removing gamification causes significant decrement on student participation while adding gamification had no significant impact.
Student Centered e-Learning Environment (SCeLE) has substantial roles to support learning activities at Faculty of Computer Science, Universitas Indonesia (Fasilkom UI). Although it has been utilized for about 10 years, the usability aspect of SCeLE as an e-Learning system has not been evaluated. Therefore, the usability aspects of SCeLE Fasilkom UI as a learning support system is not well-acquainted yet. Accordingly, the researchers are in need of conducting a usability evaluation in order to propose a set of recommendation for SCeLE usability improvement, based on usability evaluation reflecting both students and lecturers experience as user.In this present research, the usability testing was conducted for SCeLE, targeting learning activities underwent by undergraduate students at Fasilkom UI, in the form of blended mode online learning. The data collection stage in the usability testing was performed by distributing questionnaires to students and interviewing several lecturers and students. The collected data were then analyzed and interpreted in order to obtain usability problems and solution alternatives. The quantitative data were analyzed using the mean as a reference, while the qualitative data were analyzed using theme-based content analysis. Data interpretation was performed by determining how to handle each kind of data based on its theme, and classifying each of the identified usability problem referring to its severity rating. Usability Evaluation of the Student Centered e-Learning Environment Junus, Santoso, Isal, and UtomoThis work is licensed under a Creative Commons Attribution 4.0 International License. 63The recommendations were constructed based on solution alternatives from the analyzed data supported by literature study. The present research comes up with seven main recommendations and an extra recommendation. The main recommendations are solutions to tackle the identified usability problems, while the extra recommendation is not directly related to any of identified usability problems, but was considered potential to improve the SCeLE usability.
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