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Open access Jurnal SINTA 2

Development of Learning Material using Gamification for Students with Autism Spectrum Disorder

Decode: Jurnal Pendidikan Teknologi Informasi · Vol. 4 No. 2 (2024) · pp. 334–343

DOI
10.51454/decode.v4i2.351
ISSN
2775-1813, 2775-2984
Published
2024-04-02
Publisher
Universitas Muhammadiyah Kendari
License
creativecommons.org/licenses/by-sa/4.0/

Abstract

The basic need for students with an autism spectrum disorder in lectures is repetition in their learning activities. The development of gamification for learning material can accommodate these needs. Information System Department, Universitas Komputer Indonesia, has developed multimedia-based learning material with the concept of gamification for them in two courses as prototypes. Data for the needs for developing learning material was carried out through forum group discussions with experts in the education field for students with special needs. When data is collected from stakeholders, then analyzed with the Strength, Weakness, Opportunity, and Threat model to get a description of the internal and external environment in their learning process. After that, the design, development, and testing (using the black box method and user acceptance testing) of the multimedia application are presented. The result is an application as a prototype which is packaged in a gamification concept to provide interactive audiovisual through the provision of theoretical and practical material video and evaluation by the completion of a mission in a game. The goal is to efficiently deliver material in the learning process for them. The impact of the prototype can be able to improve the quality of the learning experience of students with an autism spectrum disorder.

Collaboration network of the authors

13 authors · 31 co-authorship links · 13 across different organisations

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Institut Teknologi Sepuluh Nopember
  • Universitas Dr. Soetomo
  • President University
  • Bandung Institute of Technology
  • Parahyangan Catholic University
  • National Research and Innovation Agency
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Anik Vega VitianingsihUniversitas Dr. Soetomo1
Anastasia Lidya MaukarPresident University1
Liizah Nur FadilahAffiliation unknown1
Yudi KristyawanAffiliation unknown1
Nur Aini RakhmawatiInstitut Teknologi Sepuluh Nopember1
Syifaul FuadaBandung Institute of Technology1
Triana Mugia RahayuParahyangan Catholic University1
Apridio Edward KatiliNational Research and Innovation Agency1
Feby Artwodini MuqtadirohInstitut Teknologi Sepuluh Nopember1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

This record comes from Crossref (what the publisher deposited), because the journal's own OAI-PMH endpoint could not be harvested.

Metadata source: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2775-1813/works, first harvested 26 Okt 2026, last seen 26 Okt 2026.
Metadata as oai_dc, converted from Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>Development of Learning Material using Gamification for Students with Autism Spectrum Disorder</dc:title><dc:creator>Hasugian, Leonardi Paris</dc:creator><dc:creator>Sidik, Rangga</dc:creator><dc:creator>Winanti, Marliana Budhiningtias</dc:creator><dc:creator>Hikmawati, Nina Kurnia</dc:creator><dc:description>&lt;jats:p&gt;The basic need for students with an autism spectrum disorder in lectures is repetition in their learning activities. The development of gamification for learning material can accommodate these needs. Information System Department, Universitas Komputer Indonesia, has developed multimedia-based learning material with the concept of gamification for them in two courses as prototypes. Data for the needs for developing learning material was carried out through forum group discussions with experts in the education field for students with special needs. When data is collected from stakeholders, then analyzed with the Strength, Weakness, Opportunity, and Threat model to get a description of the internal and external environment in their learning process. After that, the design, development, and testing (using the black box method and user acceptance testing) of the multimedia application are presented. The result is an application as a prototype which is packaged in a gamification concept to provide interactive audiovisual through the provision of theoretical and practical material video and evaluation by the completion of a mission in a game. The goal is to efficiently deliver material in the learning process for them. The impact of the prototype can be able to improve the quality of the learning experience of students with an autism spectrum disorder.&lt;/jats:p&gt;</dc:description><dc:publisher>Universitas Muhammadiyah Kendari</dc:publisher><dc:date>2024-04-02</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:format>application/pdf</dc:format><dc:identifier>https://doi.org/10.51454/decode.v4i2.351</dc:identifier><dc:identifier>10.51454/decode.v4i2.351</dc:identifier><dc:source>Decode: Jurnal Pendidikan Teknologi Informasi; Vol 4 No 2 (2024); 334-343</dc:source><dc:source>2775-1813</dc:source><dc:source>2775-2984</dc:source><dc:relation>https://journal.umkendari.ac.id/index.php/decode/article/download/351/225</dc:relation><dc:rights>https://creativecommons.org/licenses/by-sa/4.0/</dc:rights></oai_dc:dc>