Pengembangan Sistem Evaluasi Adaptif dengan Pendekatan Rule-Based dan Gamifikasi
Abstract
Evaluasi pembelajaran konvensional dengan pendekatan "satu ukuran untuk semua" kerap memicu kecemasan pada siswa berkemampuan rendah dan kebosanan pada siswa berkemampuan tinggi. Mengatasi masalah psikologis tersebut, penelitian ini bertujuan melalui pengembangan sebuah sistem evaluasi adaptif berbasis web yang mengintegrasikan algoritma Rule-Based dan pendekatan gamifikasi. Integrasi ini bertujuan untuk mempersonalisasi tingkat kesulitan soal secara real-time sekaligus meningkatkan motivasi intrinsik siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan perangkat lunak waterfall didukung teknologi seperti HTML, CSS, Javasript, jQuery, Ajax, PHP (Laravel) dan MySQL. Melibatkan 5 orang penguji untuk evaluasi fungsional sistem. Hasil pengembangan menjelaskan kebaruan dibagian deskripsi detail implementasi algoritma rule-based yang berhasil menyesuaikan tingkat soal (mudah, sedang, sulit) secara presisi berdasarkan konsistensi jawaban siswa (streak), yang dipadukan dengan elemen gamifikasi berupa visualisasi momentum (streak), poin, leaderboard dan Badge. Hasil pengujian fungsional menggunakan Blackbox Testing memperoleh nilai fungsionalitas sebesar 94% dan telah dilakukan perbaikan sesuai saran penguji. Berdasarkan rentang persentase fungsional sistem, nilai tersebut berada pada kategori "Sangat Baik". Disimpulkan bahwa sistem yang dikembangkan terbukti berfungsi sangat baik dan dapat diimplementasikan sebagai solusi transformasi evaluasi digital yang adaptif. Sebagai rekomendasi, penelitian selanjutnya diharapkan dapat melakukan uji coba empiris berskala luas langsung kepada siswa dan guru untuk mengukur efektivitas sistem.
Keywords
Full Text:
PDFReferences
Atkins, A., Wanick, V., & Wills, G. (2017). Metrics Feedback Cycle: measuring and improving user engagement in gamified eLearning systems. International Journal of Serious Games, 4(4). https://doi.org/10.17083/ijsg.v4i4.192
Christopher, S. C., Anding, P. R., Hussaini, N., Stephen, C., & Vi-Vian, L. (2023). Circuit Smart: Understanding Electricity through Collaborative Learning and Gamification. Journal of Cognitive Sciences and Human Development, 9(1), 42–62. https://doi.org/10.33736/jcshd.5475.2023
Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper & Row.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. New York, NY, USA: ACM. https://doi.org/10.1145/2181037.2181040
Dichev, C., & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5
Dobrilovic, D., Brtka, V., Berkovic, I., & Odadzic, B. (2012). Evaluation of the virtual network laboratory exercises using a method based on the rough set theory. Computer Applications in Engineering Education, 20(1), 29–37. https://doi.org/10.1002/cae.20370
Farman, F., Chairuddin, C., & Djabbar, I. (2023). Pelatihan Penggunaan Wondershare Quiz Creator sebagai Alat Evaluasi Interaktif Bagi Guru SMP. Jurnal Pengabdian Masyarakat Tjut Nyak Dhien, 2(2), 20–27. https://doi.org/10.36490/jpmtnd.v2i2.785
Figueiredo, J., & Garcia-Penalvo, F. J. (2020). Increasing student motivation in computer programming with gamification. 2020 IEEE Global Engineering Education Conference (EDUCON), 997–1000. IEEE. https://doi.org/10.1109/EDUCON45650.2020.9125283
Guritno, S., Sudaryono, & Rahardja, U. (2011). Theory and Application of IT RESEARCH: Metodologi Penelitian Teknologi Informasi. Yogyakarta: Penerbit ANDI.
Hafner, L., Wutz, F., Pöhn, D., & Hommel, W. (2023). TASEP: A Collaborative Social Engineering Tabletop Role-Playing Game to Prevent Successful Social Engineering Attacks. Proceedings of the 18th International Conference on Availability, Reliability and Security, 1–10. New York, NY, USA: ACM. https://doi.org/10.1145/3600160.3605005
Hilary, H. B., Shah, P. M., & Bipinchandra, J. S. (2024). Using Kahoot! To Teach Grammar in an ESL Classroom: Pupils’ Perspectives. International Journal of Social Science and Human Research, 7(01). https://doi.org/10.47191/ijsshr/v7-i01-107
Kamila, V. Z., & Subastian, E. (2020). Analisis Dan Perancangan Sistem Evaluasi Pelatihan Tenaga Kependidikan. Sebatik, 24(2). https://doi.org/10.46984/sebatik.v24i2.1125
Lukum, A. (2015). Evaluasi Program Pembelajaran Ipa Smp Menggunakan Model Countenance Stake. Jurnal Penelitian Dan Evaluasi Pendidikan, 19(1), 25–37. https://doi.org/10.21831/pep.v19i1.4552
Marín-Vega, H., Alor-Hernández, G., Colombo-Mendoza, L. O., Sánchez-Ramírez, C., García-Alcaraz, J. L., & Avelar-Sosa, L. (2020). Zeus – a tool for generating rule‐based serious games with gamification techniques. IET Software, 14(2), 88–97. https://doi.org/10.1049/iet-sen.2019.0028
Maskeliūnas, R., Damaševičius, R., Blažauskas, T., Swacha, J., Queirós, R., & Paiva, J. C. (2023). FGPE+: The Mobile FGPE Environment and the Pareto-Optimized Gamified Programming Exercise Selection Model—An Empirical Evaluation. Computers, 12(7), 144. https://doi.org/10.3390/computers12070144
Mattar, C., Oueida, S., Awad, P., Militaru, G., & El Baalbaki, H. (2025). A Gamified Learning Approach for a Better Educational Experience. International Journal of Game-Based Learning, 15(1), 1–23. https://doi.org/10.4018/IJGBL.391349
Portela, F. (2020). TechTeach—An Innovative Method to Increase the Students Engagement at Classrooms. Information, 11(10), 483. https://doi.org/10.3390/info11100483
Pradana, F., Setyosari, P., Ulfa, S., & Hirashima, T. (2023). Development of Gamification-Based E-Learning on Web Design Topic. International Journal of Interactive Mobile Technologies (IJIM), 17(03), 21–38. https://doi.org/10.3991/ijim.v17i03.36957
Putri, P., Syafwan, H., & Nofriadi, N. (2024). Pengembangan Media Pembelajaran Interaktif Berbasis Canva Bagi Guru-guru UPTD SDN 014671 Sentang. Journal Of Indonesian Social Society (JISS), 2(1), 52–57. https://doi.org/10.59435/jiss.v2i1.221
Schnabel, M. A., Lo, T. T., & Aydin, S. (2014). Gamification and Rule Based Design Strategies in Architecture Education. DesignED Asia Conference 2014. Hongkong. https://doi.org/http://doi.org/10.13140/2.1.5150.3689
Sommerville, I. (2015). Software Engineering (10th ed.). Pearson.
Toukiloglou, P., & Xinogalos, S. (2023). A Systematic Literature Review on Adaptive Supports in Serious Games for Programming. Information, 14(5), 277. https://doi.org/10.3390/info14050277
DOI: https://doi.org/10.20527/cetj.v6i1.18668
Refbacks
- There are currently no refbacks.








