Analisis Kebutuhan Pengguna Terhadap Aplikasi E-Learning Berbasis Gamifikasi dengan UX Journey Methode

Wahyudin, Adrian Wildan Putra (2025) Analisis Kebutuhan Pengguna Terhadap Aplikasi E-Learning Berbasis Gamifikasi dengan UX Journey Methode. Undergraduate thesis, Universitas Muhammadiyah Malang.

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Abstract

In this digital era, learning methods are increasingly modern by using Elearning applications as learning. E-learning applications have been widely used
with gamification models in them, but some feature models in them still lack
effective use or interaction with users that is considered lacking. This study aims to
design a solution through the UX Journey method, which integrates exploration of
user needs and experiences. Data collection was carried out through interviews,
observations, and documentation, while data analysis used Requirement Metric,
Acceptance Criteria, and Use Case Logic. The results of the study showed the quiz
subject list feature with effectiveness on the display, quiz mode that allows the
display according to user preferences, and interactive quiz games with a
gamification model. In conclusion, the UX Journey method provides relevant
solutions and improves user experience.

Item Type: Thesis (Undergraduate)
Student ID: 202110370311212
Keywords: quiz, Gamification, UX Journey
Subjects: T Technology > T Technology (General)
Divisions: Faculty of Engineering > Department of Informatics (55201)
Depositing User: 202110370311212 adrianwildan
Date Deposited: 02 May 2025 08:58
Last Modified: 02 May 2025 08:58
URI: https://eprints.umm.ac.id/id/eprint/17217

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