GAMIFICATION CONCEPT TO OPTIMIZED E-LEARNING AND ITS APPLICATION IN PSYCHOLOGICAL EDUCATION: PRELIMINARY DATA

Back to Page Authors: Agnes Dessyana, Psychologist, Benedicta Prihatin Dwi Riyanti

Keywords: digital startup, gamification, e-learning, psychology, education

Abstract: This study was alligned with the research about psychological factors that people need to build a digital startup (Dessyana & Riyanti, 2019). Those study showed an interesting result that people need to build a digital startup, which is: (1) good planning, (2) team work, (3) positive intention, (4) continuous improvement, (5) self-efficacy, and (6) social support. Those results showed three of six factors was a psychological factor, while another three was personal factor and social factor. Meanwhile in this study, researcher would focused to create a website platform who provide the knowledge for people so they can build and develop a digital startup business. This website will used a concept of gamification, learning management system, and also can be accessed by every people in Indonesia. To get the best practice for this website, researcher will be doing a preliminary study. Researchers was using mix method approach. For quantitative methods, researchers used questionnaire of psychological intention. For qualitative method, researcher used the data from interview to completed and explained about the quantitative data. The sample was 60 participant who have a characteristic: (1) young generation aged between 18 – 25 years old; (2) have an intention to become entrepreneur or founder; (3) the members of startup community. Researcher was found that all of the participant have an intention to become an entrepreneur and more than 75% already have an idea for their business. From interview, researcher find out that they cannot doing a learning by themselves because of undisciplined and the lack of motivation to learn without reward. So, in this platform, researcher will create an e-learning website that featuring educational path program, personality and competency profiling, and book report with gamification concept. It will help participant to have a purpose and reward for learning.