Vol. 7 No. 3 (2026) • Articles
Open Access

Implementasi Metode Gamification pada Learning Management System (LMS) untuk Meningkatkan Minat Belajar Siswa SIAP IT di Mangun Jaya, Tambun, Bekasi

Salsabila Salsabila
Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika
Edhy Poerwandono
Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika
Mesra Betty Yel
Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika
Published: September 10, 2026 Pages: 469-476
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Abstract

Programming learning is often considered abstract and difficult, causing low motivation and learning interest among students, especially in small-scale course institutions like SIAP IT at Tambun Selatan. This research aims to design, implement, and evaluate the application of gamification methods (points, levels, badges, and progress bars) on a web-based Learning Management System (LMS) to enhance student learning interest in basic web programming classes (HTML and CSS). The research uses a Research and Development (R&D) approach with the Waterfall model, including needs analysis, system design, implementation, testing, and evaluation. The system was developed using a modern architecture with React, TypeScript, Vite, Tailwind CSS, and Supabase as the backend. The evaluation of gamification's impact on learning interest was measured using questionnaires based on indicators of attention, curiosity, volition, and satisfaction distributed to 20 students, as well as the System Usability Scale (SUS) to measure the system's ease of use. Black box testing results showed all 25 test cases were successful (100%). The average student learning interest reached 4.34 (very high), with gamification elements averaging 4.39 (very high). The SUS score reached 88.5 (Excellent). The research concludes that gamification implementation in LMS effectively increases student learning interest, aligning with Self-Determination Theory.

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Author Biographies
Salsabila Salsabila Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika

Program Studi Teknik Informatika, Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika, Kota Jakarta Timur, Daerah Khusus Ibukota Jakarta, Indonesia.

Edhy Poerwandono Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika

Program Studi Teknik Informatika, Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika, Kota Jakarta Timur, Daerah Khusus Ibukota Jakarta, Indonesia.

Mesra Betty Yel Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika

Program Studi Teknik Informatika, Sekolah Tinggi Ilmu Komputer Cipta Karya Informatika, Kota Jakarta Timur, Daerah Khusus Ibukota Jakarta, Indonesia.

How to Cite
Salsabila, S., Poerwandono, E., & Yel, M. B. (2026). Implementasi Metode Gamification pada Learning Management System (LMS) untuk Meningkatkan Minat Belajar Siswa SIAP IT di Mangun Jaya, Tambun, Bekasi. Jurnal Indonesia : Manajemen Informatika Dan Komunikasi, 7(3), 469-476. https://doi.org/10.63447/jimik.v7i3.2009
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