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Gamifying Education: How We Transformed ELLS Engagement at Amikom Purwokerto

July 14, 2025
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Gamifying Education: The ELLS Transformation

In early 2024, Universitas Amikom Purwokerto faced a critical challenge - their e-learning platform (ELLS) showed alarming disengagement metrics with NPS scores reaching -244% for learning motivation. As part of the development team, we embarked on a mission to redesign the interface using gamification elements to transform the learning experience.

Head Banner
Tip (Project snapshot)

Timeline: September 2024 - January 2025
Team: 1 UX Designer, 3 Developers, 2 Academic Advisors
Methods: Lean UX, MDA Framework, Cognitive Walkthrough
Tools: Figma, Affinity Designer, UEQ Questionnaire


The Challenge: Diagnosing ELLS Engagement Issues

Our initial research revealed three core problems:

46%

Dissatisfied with platform accessibility

19%

Low digital learning motivation

49%

Non-intuitive interface feedback

We conducted:

  • NPS surveys with 107 students
  • Focus group discussions with faculty
  • Cognitive walkthroughs of the existing platform
Important (Key insight)

Students perceived the platform as transactional rather than engaging - a digital textbook instead of a learning environment.


Our Strategy: Gamification Through MDA Framework

We adopted the Mechanics-Dynamics-Aesthetics framework to structure our gamification approach:

  1. Mechanics: Points, badges, levels
  2. Dynamics: Progress tracking, leaderboards
  3. Aesthetics: Visual rewards, achievement celebrations

The design process followed Lean UX methodology:

  1. Problem declaration
  2. MVP creation
  3. Experimentation
  4. Feedback cycles

Execution: Building the Gamified Interface

Design System Foundations

We established a cohesive visual language:

  • Color palette: Violet (#6C5CE7) as primary
    Apricot (#FFA502)

  • Typography: Plus Jakarta Sans for modern readability

  • Iconography: Custom achievement badges

Key Gamification Features Implemented:

  1. Learning Progression System
    • XP points for completing materials
    • Level badges visible in profiles
  2. Social Motivation
    • Class leaderboards
    • Discussion point rewards
  3. Achievement Recognition
    • Milestone badges
    • Shareable accomplishment cards

Testing & Validation

We conducted rigorous usability testing:

Landing page Preview Dashboard Mahasiswa side Quiz Sample Rank Gamified Student Task Course Content

Cognitive Walkthrough Results

  • 5 participants completed 8 task scenarios
  • 100% success rate on 7/8 tasks
  • Minor confusion on independent task submission (quickly addressed)
Cognitive test result

UEQ (User Experience Questionnaire) Scores

UEQ test result

All dimensions scored above industry benchmarks:

Novelty

7.0

+124% Improvement

Perspicuity

6.8

+124% Improvement

Attractiveness

6.6

+120% Improvement

Remark (Student feedback)

“The leaderboard made me want to participate more - it felt like my efforts were visible and valued.” - Computer Science Student


The Impact

Post-implementation metrics showed dramatic improvements:

+125%

UX Dimensions Improved

+78%

Forum Activity Increased

+42%

Session Time Extended

The redesigned ELLS platform demonstrated that strategic gamification could:

  • Make learning progress tangible
  • Create healthy academic competition
  • Increase platform loyalty

Lessons Learned

  1. Small rewards matter - Even simple point systems significantly impact motivation
  2. Progress visualization is key - Students engaged more when they could see their advancement
  3. Social proof drives behavior - Leaderboards created positive peer pressure
Tip (Implementation tip)

Start with minimal viable gamification - we achieved 80% of benefits with just points, badges and leaderboards before adding complex features.


Future Directions

This project opened several opportunities:

  1. Mobile app development for better accessibility
  2. Instructor-facing gamification tools
  3. Advanced learning analytics integration

Final Thoughts

This project proved that thoughtful gamification design could transform educational technology from obligation to engagement. By applying Lean UX principles and game design frameworks, we created an environment where students wanted to learn rather than had to learn.

“The best learning platforms don’t just deliver content - they inspire participation.” - Project Team

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