Abstract

Online learning allows the learning process to be carried out anywhere and anytime. However, empirical studies report several obstacles that occur in the online learning process; one of which is the lack of student involvement. The learning materials of programming lessons generally have a low level of participation. Therefore, it requires a learning approach that is more attractive, easily understood by students, and promote engagement. Gamification-based programming learning platforms are widely available today. Research on determining the effectiveness of their use, investigating the system usability scale (SUS), perceived benefits, level of satisfaction, and user experience when using it is still limited. This study aims to evaluate a Grasshopper as one of the gamification-based programming learning platforms. Thirty-one respondents who had studied various programming languages at both the high school and university levels were involved in usability testingsessions. The results of the usability evaluation using SUS showed that the score was above average. The assessment of benefits and satisfaction also showed an average value of 8.6 which indicates that most respondents were satisfied with this application.

Full Text
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