| dc.contributor.advisor | Hardi, Sri Melvani | |
| dc.contributor.advisor | Tarigan, Jos Timanta | |
| dc.contributor.author | Winnetou, Kyla Zahra | |
| dc.date.accessioned | 2026-01-29T01:00:56Z | |
| dc.date.available | 2026-01-29T01:00:56Z | |
| dc.date.issued | 2025 | |
| dc.identifier.uri | https://repositori.usu.ac.id/handle/123456789/112297 | |
| dc.description.abstract | This 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.iso | id | en_US |
| dc.publisher | Universitas Sumatera Utara | en_US |
| dc.subject | gamification | en_US |
| dc.subject | reward system | en_US |
| dc.subject | educational game | en_US |
| dc.subject | learning motivation | en_US |
| dc.subject | MEEGA+ | en_US |
| dc.title | Penerapan Sistem Reward pada Aplikasi Kuis Belajar Nusantara untuk Meningkatkan Motivasi Belajar Peserta Didik | en_US |
| dc.title.alternative | The Implementation of a Reward System in the Kuis Belajar Nusantara Application to Improve Students’ Learning Motivation | en_US |
| dc.type | Thesis | en_US |
| dc.identifier.nim | NIM221401106 | |
| dc.identifier.nidn | NIDN0101058801 | |
| dc.identifier.nidn | NIDN0126018502 | |
| dc.identifier.kodeprodi | KODEPRODI55201#Ilmu Komputer | |
| dc.description.pages | 95 Pages | en_US |
| dc.description.type | Skripsi Sarjana | en_US |
| dc.subject.sdgs | SDGs 4. Quality Education | en_US |