Edu-Smart Learning Management System with Iterative Model and Appreciative Inquiry for Distance Learning

Abstract

During the COVID-19 pandemic, all learning activities began to be conducted online. Online learning aims to meet educational standards by utilizing information technology to distribute subject matter and enable collaboration between students and teachers. This concept is known as the learning management system (LMS). A solution to support online learning policies is an LMS with hybrid-based gamification features. This article discusses the design of a distance learning LMS with hybrid-based gamification features. Such an LMS is more attractive than other LMS systems because it is equipped with gamification features. Gamification aims to make learning more engaging by incorporating game thinking, game design, and game mechanics into the learning process. This application is a website that has been converted into native code for platforms like iOS and Android and the hybrid application can be accessed easily via a smartphone. Students can be motivated to learn by using gamification in the LMS.


Keywords: Edu-smart, LMS, online learning

References
[1] Surat edaran kemendikbud nomor 4 tahun 2020. Kemendikbud; 24 March 2020. Available from: https://pusdiklat.kemdikbud.go.id/surat-edaran-mendikbudno- 4-tahun-2020-tentang-pelaksanaan-kebijakan-pendidikan-dalam-masa-daruratpenyebaran- corona-virus-disease-covid-1-9/

[2] S. Ahmed, M. Shehata, and M. Hassanien, “Emerging Faculty Needs for Enhancing Student Engagement on a Virtual Platform.,” MedEdPublish. vol. 9, no. 1, pp. 1–23, 2020

[3] Hoi SC, Sahoo D, Lu J, Zhao P. Online learning: A comprehensive survey. Neurocomputing. 2021;459:249-89. https://doi.org/10.1016/j.neucom.2021.04.112

[4] Gunawan G, Suranti NM, Fathoroni F. Variations of models and learning platforms for prospective teachers during the COVID-19 pandemic period. Indonesian Journal of Teacher Education. 2020;1(2):61-70.

[5] Y.L. EOW, W.A.W. ZAH, M. ROSNAINI, and B. ROSELAN, “Appreciative Learning Approach: A New Pedagogical Option.,” In: 18th International Conference on Computers in Education. pp. 607–614. Asia-Pacific Society for Computers in Education, Putrajaya, Malaysia (2010)

[6] Herlambang BA, Zuhri MS, Nuvitalia D. E-marketplace development with C2C model and appreciative inquiry. Jurnal Transformatika. 2018;15(2):96-105. https://doi.org/10.26623/transformatika. v15i2.705

[7] M. Munir, “PENGGUNAAN LEARNING MANAGEMENT SYSTEM (LMS) DI PERGURUAN TINGGI: STUDI KASUS DI UNIVERSITAS PENDIDIKAN INDONESIA.,” Jurnal Cakrawala Pendidikan. vol. 1, no. 1, pp. 109–119, 2010 DOI

[8] Wibowo AT, Akhlis I, Nugroho SE. Pengembangan LMS (learning management system) berbasis web untuk mengukur pemahaman konsep dan karakter siswa. Scientific Journal of Informatics. 2014;1(2):127-37. https://doi.org/10.15294/sji.v1i2.4019

[9] S. Sari. Pengembangan aplikasi. Jurusan Pendidikan Teknik Informatika. 2013;12(2):123–132. DOI