@thesis{thesis, author={Firdaus Muhamad Ilham}, title ={PENERAPAN GAMIFIKASI PADA E-LEARNING PROGRAM STUDI TEKNIK INFORMATIKA}, year={2019}, url={https://eprints.ummi.ac.id/1174/}, abstract={E-learning is a method of learning by transforming computerized activities, such as the delivery of material, interactions or guidance. Problems occur in the learning process, especially in the informatics engineering study program, which is when a lecturer cannot attend learning activities due to interests outside the campus environment, instead the lecturer sends material by e-mail to his students. In addition, students have difficulty in finding lecture documents because the documents are separate, or not collected in one media. The problem that often occurs in e-learning is the lack of interest and attention from participants. One strategy for dealing with these problems is by applying gamification into the system. Gamification is the use of game elements and game rules in non-game activities to generate interest and motivate users. In the game, players are very involved with the game they are playing, giving players a feeling of pleasure and happiness so they will continue to be involved and want to continue the feeling. Based on this, educational institutions can learn from the game in this regard. This research was conducted using qualitative methods to analyze the phenomenon or condition of learning through the stages of data collection such as observation, interviews, and literature review. While the development of the system uses a prototype model because the stages in this model are done repeatedly to suit and meet customer needs. This study aims to build learning media on e-learning by applying gamification therein. With e-learning, it is hoped that it can support lecturing activities, becoming educational tools in order to increase the effectiveness and flexibility of learning in the Informatics Engineering Study Program.} }