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dc.contributor.advisorHardi, Sri Melvani
dc.contributor.advisorTarigan, Jos Timanta
dc.contributor.authorWinnetou, Kyla Zahra
dc.date.accessioned2026-01-29T01:00:56Z
dc.date.available2026-01-29T01:00:56Z
dc.date.issued2025
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/112297
dc.description.abstractThis study aims to evaluate the effectiveness of a rule-based reward system implemented in the Kuis Belajar Nusantara application in supporting learners’ motivation. A descriptive quantitative method was employed involving 82 respondents from various age groups. The evaluation used the MEEGA+ model, focusing on Focused Attention and Perceived Learning dimensions. The results show an average score of 4.49 for Focused Attention and 4.68 for Perceived Learning, indicating that the points-and-badges reward system is effective in enhancing learners’ focus and perceived learning outcomes.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatera Utaraen_US
dc.subjectgamificationen_US
dc.subjectreward systemen_US
dc.subjecteducational gameen_US
dc.subjectlearning motivationen_US
dc.subjectMEEGA+en_US
dc.titlePenerapan Sistem Reward pada Aplikasi Kuis Belajar Nusantara untuk Meningkatkan Motivasi Belajar Peserta Didiken_US
dc.title.alternativeThe Implementation of a Reward System in the Kuis Belajar Nusantara Application to Improve Students’ Learning Motivationen_US
dc.typeThesisen_US
dc.identifier.nimNIM221401106
dc.identifier.nidnNIDN0101058801
dc.identifier.nidnNIDN0126018502
dc.identifier.kodeprodiKODEPRODI55201#Ilmu Komputer
dc.description.pages95 Pagesen_US
dc.description.typeSkripsi Sarjanaen_US
dc.subject.sdgsSDGs 4. Quality Educationen_US


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