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

1Qurotul Aini, Mukti Budiarto, Panca Oktavia, Hadi Putra, Alfiah Khoirunisa, Nuke Puji Lestari Santoso, Untung Rahardja

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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.

Keywords:

E-Commerce, Learning Management System, Gamification

Paper Details
Month4
Year2020
Volume24
IssueIssue 7
Pages8201-8207