RANCANG BANGUN APLIKASI KUIS GAMIFIKASI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL SISWA SMK MUHAMMADIYAH 1 PADANG

Authors

  • Sifa Luqyana Universitas Negeri Padang
  • Vera Irma Delianti Universitas Negeri Padang
  • Akrimullah Mubai Universitas Negeri Padang
  • Elfi Tasrif Universitas Negeri Padang

DOI:

https://doi.org/10.55606/jupumi.v5i3.8038

Keywords:

Educational Game; Game-Based Learning; Immersive Coding; Programming Logic; Roblox.

Abstract

Computational Thinking competence among vocational high school students remains suboptimal, as reflected in the low mastery levels found among Grade X students at SMK Muhammadiyah 1 Padang, where conventional learning media and uniform, non-adaptive evaluation methods failed to provide personalized feedback. This study aimed to design and develop a web-based gamified quiz application featuring tiered questions based on Bloom's Taxonomy, gamification elements (points, badges, leaderboard), rule-based material recommendations, and quiz security features to support Computational Thinking learning. The Waterfall development model was employed, covering requirement analysis, system design, implementation, testing, and maintenance, with the system built using Laravel and MySQL. System feasibility was evaluated through media validation, Black Box Testing, GTmetrix performance testing, and User Acceptance Testing. Results showed a media validity percentage of 93.66% (Very Valid), all 29 Black Box Testing scenarios successful, an A performance grade on GTmetrix, and a practicality percentage of 89.13% (Very Practical). These findings indicate that the application is feasible and practical for use as a web-based learning evaluation medium, offering both pedagogical benefits for teachers in identifying student learning gaps and practical implications for improving Computational Thinking evaluation in vocational schools.

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Published

2026-08-26

How to Cite

Luqyana, S., Delianti, V. I., Mubai, A., & Tasrif, E. (2026). RANCANG BANGUN APLIKASI KUIS GAMIFIKASI UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL SISWA SMK MUHAMMADIYAH 1 PADANG. Jurnal Publikasi Manajemen Informatika, 5(3), 71–85. https://doi.org/10.55606/jupumi.v5i3.8038