DEVELOPMENT AND EVALUATION OF A GAMIFIED LMS FOR COMPUTER SYSTEMS LEARNING: STUDENT PRACTICALITY AND LEARNING OUTCOMES

Dyah Sulistyo Rini, Muhammad Arifuddin, Mastur Mastur

Abstract


This study developed and evaluated an interactive Computer Systems application for Grade X Informatics at SMA Negeri 1 Kota Besi. The study used ADDIE as a development framework and a one-group pretest–posttest design with 24 students. Pretest, classroom use, and posttest took place on October 16, 2025; the exact instructional duration was not documented. Students used their own smartphones while the teacher presented the application on an interactive television and explained the material. One material expert and two media experts assessed the product after classroom use. Material and combined media assessments yielded 94.55% and 83.64%, respectively; student responses yielded 77.08% of the maximum questionnaire score. A Wilcoxon signed-rank test indicated a difference between paired scores (Z = −4.208, p < .001). The application combines content exploration with game-based practice and may support teacher-led instruction. However, different pretest and posttest questions of unestablished equivalence, limited test reliability, and the absence of a comparison group restrict interpretation of the score difference. Further product refinement and evaluation with stronger instruments are needed before drawing conclusions about effectiveness.

Keywords


Computer Systems; Gamification; Learning Management System; Learning Outcomes; Student Practicality

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References


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DOI: https://doi.org/10.17509/e.v25i3.107007

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