Gamification Strategy For E-Learning Using SMART Model Approach: An Indonesian Case Study
Gamification Strategy For E-Learning Using SMART Model Approach: An Indonesian Case Study
Abstract—Lately, e-learning is the most used support the learning process [1]. With the use of E-
learning method applied worldwide, especially after the learning, it is hoped that it can avoid face-to-face
Covid-19 pandemic. With the use of e-learning, teaching meetings between teachers and students, especially
and learning activities can continue during this pandemic. during the pandemic [2]. In its application, the
However, in the world of education, the application of e- replacement of the learning system from conventional
learning has several obstacles faced, including boredom,
methods to online learning has several obstacles arise,
lack of interaction, and a relatively long time in the
implementation of learning. These obstacles can be such as the lack of attractiveness of the material
minimized by applying a gamification strategy in e- provided by the teacher, the lack of variety of learning
learning. However, most times, the application of materials, to the low level of student participation in
gamification tends to focus on game and reward schemes online teaching and learning activities [3]. In addition,
to ignore the essence of learning itself. A SMART the change in the physical environment into a visual
gamification model ensures the usage of gamification environment is also suspected to be the cause of the
strategies in e-learning can be implemented according to ineffectiveness of online learning to be carried out [4].
the essence of the desired online learning and can increase Some of the obstacles that arise have proposed a
learning effectiveness to support teaching and learning
solution by implementing the Gamification strategy in
activities with an e-learning platform.
e-learning. Gamification can generally be defined as the
Keywords—SMART gamification, e-learning, Covid-19 use of some game design elements in a non-game
pandemic context [5]. Or it can also be said that the concept of
Gamification refers to the application of game
I. INTRODUCTION mechanics and dynamics that are used to increase user
Education is a major milestone in the development motivation, enthusiasm, and engagement [6].
of Human Resources (HR). According to UNICEF, the Gamification applies concepts from lessons on using the
Covid-19 pandemic affected more than 91% of the game domain to change user behavior in non-game
world's student population, which was affected by situations [7], Which with these behavioral changes, in
school closures due to the pandemic. The solution to particular, is expected to be more motivated, more
keeping learning activities going is to adopt distance enthusiastic, and have more involvement in taking
learning, where every educational institution is starting online classes. The concept of gamification can be
to compete to carry out developments to ensure that described in Figure 1.
distance learning activities can take place in a quality The purpose of implementing gamification is to
manner by using technology in the form of e-learning. make teaching and learning activities more attractive,
E-Learning is a form of learning that is structured interactive, and have a rewarding system so that
to use an electronic or computer system so that it can students become more enthusiastic in online learning
activities. However, the use of gamification in e- game in e-learning with the aim that students become
learning does not all go according to plan. Many cases more motivated and engaged in e-learning by
result in students becoming more oriented to getting implementing a badge system, rewards, and so on in e-
rewards from e-learning than getting an understanding learning. However, this approach makes students more
of the learning content itself. [8]. This certainly results oriented to getting rewards from the learning rather than
in the ineffectiveness of e-learning with gamification getting to understand the content from the learning
strategies. itself. This results in less effective e-learning learning
with the application of gamification.
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Figure 2 above explains that the use of gamification mark in the form of points/badges as a sign of measuring
strategies in e-learning is the creation of more intense the success of a specific completion of e-learning
involvement by students in learning by using several material.
game elements [15]. This approach based on previous
B. Measurable
studies is considered quite promising, but there is a
major problem, namely that students in e-learning Gamification elements work better if they can be
learning with gamification tend to enjoy the flow of the measured directly. With measurement, students can
game that is applied rather than getting the essence of measure their progress quickly and allow them to
the learning itself. Therefore, this study offers a compare their achievements with others so that e-
framework called SMART to overcome these problems. learning will create an element of competition in it.
SMART is a gamification strategy that can be Measurement can be done in various ways, such as
applied to e-learning to ensure that gamification in e- collecting badges. With badges in Figur 4, students will
learning is not only to increase user engagement but also be able to get an idea of the size of their learning
to increase the effectiveness of training programs in e- achievement and also understand the achievements of
learning. SMART itself is an acronym formed from the their competitors or classmates to maintain the level of
words Measurable, Achievable, Relevant, and Time- competition.
bound goals.
A. Specific
Each gamification element should contain elements
that are easy for the players to understand, in this case,
the students. With the aim that students can study e-
learning learning content harder, not more confusing so
that the formulation of gamification specifically is
needed so as not to confuse students. The use of
commonly applied gamification elements should still be
applied, such as badges, points, and levels. They are
simple but very effective. It has been proven that the Fig.4. The design of the measurable element
simple gamification element that it ranks as the highest
motivator (even when compared to real-life rewards and C. Achievable
real-life punishments). To motivate students effectively, the goal of
gamification must be attainable. Each gamification
element should contain elements that are easy to
understand by the players, in this case, the difficulty
level of the questions or games should not be made too
difficult and not too easy, give the right weight so that
an award is logically able to be achieved following
weights, e.g., leaderboards. The leaderboards scheme
can be done by grouping several students who get the
highest and lowest scores so that each student will be
encouraged to be among the best that shown in Figure
5.
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Fig.6. The design of the relevant element Fig.7. The design of the time-bound element
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V. CONCLUSION
This study resulted in an e-learning design with the
Fig.10. Leaderboards application of the SMART gamification model. Where
this research is making a prototype using the android
Figure 11 shows the design of “Top Students Of studio application, with this research, it is hoped that in
The Week,” which is needed to maintain the level of the future, the implementation of gamification
competition. The purpose of the live leaderboards is to strategies in e-learning can be done by maintaining the
motivate students not only to focus on the gamification essence of e-learning itself, namely the achievement of
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ACKNOWLEDGMENT in education,” in Communications in Computer and
Information Science, 2018, vol. 832, doi: 10.1007/978-3-319-
Acknowledgments for the success of this research 97934-2_9.
are given to elementary school students in the city of [9] M. Saran, D. Al-Magsoosi, and D. Mohammed, Gamification
Malang, East Java, who became respondents as well as in e-learning: The Effect on Student Performance. 2018.
resource persons regarding the analysis of e-learning [10] J. Zboun and M. Farrah, “Students’ Perspectives Of Online
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