Information and communication technology has been developed rapidly and affectedvarious aspects such as propagation of information and marketing strategy of tourist attraction. KebunBinatang Ragunan is one of tourist attraction in Indonesia. Aside from recreation area, Kebun BinatangRagunan can be a place to learn animals. However, learning animals itself tends to be less attractive and less interactive. Therefore, an application was developed as one of animal learning media to increase touristmotivation. The application developed in form of quiz game by using gamification like achievement to increase their motivation in animals learning and using Sattolo Shuffle algorithm in order to make quiz more varied. After testing, the application is known affect the Behavioral Intention to Use level around 76.96% and Immersion level around 82.43% in giving motivation and attracting tourist attention to use the application. Sattolo Shuffle algorithm successfully applied in application to produce a unique sequence of each randomized quiz.
 Keywords—Achievement, Animal Recognition, Gamification, Quiz Game, Sattolo Shuffle.
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