{'fraction_non_alphanumeric': 0.02787769784172662, 'fraction_numerical': 0.0, 'mean_word_length': 5.87037037037037, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Increasing Students Interaction in Distance Education Using Gamification

Distance education helps students interacting with course materials, teachers, and their peers without time and place barriers. IDEA is distance education implemented in Telkom University with various of functionalities like course materials, discussion, quiz, and assignment. Meanwhile, the users of IDEA were decreased because the functionalities are not well-supported by a good interaction design. To overcome this problem, we propose gamification method, an application of game-dynamics, mechanics, and frameworks into non-game settings. There are five steps of gamification: understanding the target audience and the context, defining learning objective, structuring the experience, identifying resources, and applying gamification element. We implement four gamification elements into the basic IDEA, they are points, badges, leaderboard, and reward. To evaluate the impact of gamification in IDEA, we used Technology Acceptance Model and it shows a promising result. The value of five constructs are higher than previous research.