Abstract
Rapidly developing technology has produced many inventions that can help facilitate human life in various fields one of which is the field of education which can help teachers and students in the learning process, one of the technologies that helps is the application of a Learning Management System in e-learning, where by This e-learning learning activities can be carried out flexibly by both teachers and students. The role of motivation has an important position in achieving learning objectives, one of which is to improve cognitive, therefore various methods are used to motivate students in the learning process. In this research, an effort was made in the form of applying Gamification which is a learning approach by bringing and applying game elements into the Learning Management System with the aim of increasing students' motivation and cognitive in the learning process using the ADDIE method, towards a Smart Learning Environment. Analysis of the results of the pre-test and post-test using the N-Gain calculation was carried out in both groups, where the average N-Gain score for the gamification group was 26.6111 and for the Non-LMS group it was -19.8889. This explains that the gamification group has more cognitive improvement than the non-LMS group.
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