Application of Gamification in Digital Library Systems Based on MDA Framework
DOI:
https://doi.org/10.34148/teknika.v15i1.1389Keywords:
Digital Library, Gamification, MDA Framework, User ExperienceAbstract
The digital library of Bhinneka Nusantara University has experienced low user engagement, with an average of only 166 visits per month as of June 2025. This study aims to design and evaluate a gamified digital library system to address this issue. The system integrates key gamification elements points, leaderboards, and challenges and badges based on the Mechanics and Aesthetics components of the Mechanics–Dynamics–Aesthetics (MDA) Framework. The system was developed using the System Development Life Cycle (SDLC), encompassing needs analysis, system design, gamification implementation, and testing. Functional testing and User Experience (UX) evaluation were conducted to assess the effectiveness of the system. The results show that the gamified features have a positive impact on user perception, satisfaction, motivation, and pleasure.
Downloads
References
[1] O. Pedreira, F. Garcia, M. Piattini, A. Cortinas, and A. Cerdeira-Pena, “An Architecture for Software Engineering Gamification,” Tsinghua Sci Technol, vol. 25, no. 6, pp. 776–797, 2020, doi: 10.26599/TST.2020.9010004.
[2] M. Garcia-Iruela and R. Hijon-Neira, “What Perception Do Students Have about the Gamification Elements?,” IEEE Access, vol. 8, pp. 134386–134392, 2020, doi: 10.1109/ACCESS.2020.3011222.
[3] S. K. Oberoi, S. Parenty, E. Avril, P. Rai, and V. Camps, “Towards improving personalisation of MaaS tools,” 14th ITS European Congress, no. May, pp. 1–12, 2022, [Online]. Available: https://hal.science/hal-03703695
[4] K. Suparmini, I. G. Suwindia, and I. M. A. Winangun, “Gamifikasi untuk meningkatkan motivasi belajar siswa di era digital,” Education and Social Sciences Review, vol. 5, no. 2, pp. 145–148, 2024, doi: https://doi.org/10.29210/07essr500200.
[5] D. A. S. Putri, T. Sagirani, and N. Wahyuningtyas, “Penerapan Element Gamifikasi Pada Pengembangan Layanan DIgital Library Berbasis Web,” Jurnal Sistem Informasi Universitas Dinamika, vol. 10, no. 1, pp. 1–8, 2021, [Online]. Available: https://jurnal.dinamika.ac.id/index.php/jsika/article/view/3828
[6] P. L. Hebert, “Enhancing the Collaborative Experience of a Collaborative Game to Achieve Lifestyle Change,” JAMA Netw Open, vol. 4, no. 5, p. E2110308, 2021, doi: 10.1001/jamanetworkopen.2021.10308.
[7] H. R. Saeidnia, M. Kozak, B. Elango, and H. Keshavarz, “Redesigning library websites using the MDA framework,” Library Hi Tech News, vol. ahead-of-p, no. ahead-of-print, Jan. 2023, doi: 10.1108/LHTN-05-2023-0085.
[8] S. H. Timothy Pardede and T. Oktavia, “Improving Usability Through a Gamificationbased E-Learning System With Mda Framework,” J Theor Appl Inf Technol, vol. 102, no. 23, pp. 8543–8553, 2024.
[9] I. D. Mumpuni, T. M. Akhriza, S. Madenda, and E. Prasetyo, “A Mealy Machine for Mechanic Dynamic Aesthetic (MDA) Gamification Model of Educator Career System in Indonesian Higher Education Institutions,” International Journal of Information and Education Technology, vol. 13, no. 8, pp. 1313–1322, 2023, doi: 10.18178/ijiet.2023.13.8.1933.
[10] M. J. Kurniawan and G. Wang, “Gamifikasi Sistem Pemantauan Kinerja Mahasiswa dalam Mencapai Kelulusan Tepat Waktu Undergraduate Students Performance Monitoring System upon Reaching On-time Graduation using Gamification,” Jtsi, vol. 5, no. 1, pp. 105–118, 2024.
[11] A. S. Ananda and A. Aliwijaya, “Problematika Penerapan Gamifikasi di Perpustakaan: Studi Literatur,” Jurnal Paradigma: Jurnal Multidisipliner Mahasiswa Pascasarjana Indonesia, vol. 4, no. 1, pp. 56–63, 2023, doi: https://doi.org/10.22146/jpmmpi.v4i1.88145.
[12] M. A. Hasibuan and Samsudin, “Analisis dan Rancang Bangun Sistem Informasi Akademik menggunakan Metode System Development Life Cycle (SDLC),” Jurnal Informatika teknologi dan Sains (JINTEKS), vol. 7, no. 1, pp. 377–385, 2025, doi: https://doi.org/10.51401/jinteks.v7i1.5589.
[13] N. Made Ayu Wulan Sari, F. Risca Ryandini, R. Aidil Fitriasari Addini, N. Wira Prasetya, and J. Keperawatan, “SDLC Testing Pengembangan Aplikasi Deteksi dan Intervensi Kecemasan Kesehatan SDLC Testing Health Anxiety Detection and Intervention Application Development,” Health Information Jurnal Penelitian, vol. 17, no. 2, pp. 2085–0840, 2025, doi: https://doi.org/10.51401/jinteks.v7i1.5589.
[14] Y. D. Wijaya and M. W. Astuti, “Pengujian Blackbox Sistem Informasi Penilaian Kinerja Karyawan Pt Inka (Persero) Berbasis Equivalence Partitions,” Jurnal Digital Teknologi Informasi, vol. 4, no. 1, p. 22, 2021, doi: 10.32502/digital.v4i1.3163.
[15] Z. Mohammadzadeh, H. R. Saeidnia, M. Kozak, and A. Ghorbi, “MDA Framework for FAIR Principles,” Stud Health Technol Inform, vol. 289, pp. 178–179, 2022, doi: 10.3233/SHTI210888.
[16] M. Barifah, M. Landoni, and A. Eddakrouri, “Evaluating the user experience in a digital library,” Proceedings of the Association for Information Science and Technology, vol. 57, no. 1, p. e280, Oct. 2020, doi: https://doi.org/10.1002/pra2.280.
[17] W. Oliveira et al., “The effects of personalized gamification on students’ flow experience, motivation, and enjoyment,” Smart Learning Environments, vol. 9, no. 1, 2022, doi: 10.1186/s40561-022-00194-x.
[18] S. Bodur, S. Topal, H. Gürkan, and S. A. Edalatpanah, “A Novel Neutrosophic Likert Scale Analysis of Perceptions of Organizational Distributive Justice via a Score Function: A Complete Statistical Study and Symmetry Evidence Using Real-Life Survey Data,” Symmetry (Basel), vol. 16, no. 5, 2024, doi: 10.3390/sym16050598.
[19] A. R. Herawan, R. I. Rokhmawati, and M. A. Akbar, “Analisis dan Perancangan Ulang Desain UI & UX pada Aplikasi iPusnas dengan Penerapan Elemen Gamifikasi,” Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer, vol. 7, no. 6, pp. 2767–2776, 2023, [Online]. Available: http://j-ptiik.ub.ac.id
[20] S. Hartanto, “Analisis penerapan UI / UX dalam aplikasi media sosial : Dampaknya terhadap keterlibatan pengguna dan loyalitas platform,” JUTIN : Jurnal Teknik Industri Terintegrasi, vol. 7, no. 4, 2024, doi: 10.31004/jutin.v7i4.36161.
[21] F. O. Adedokun, N. Ahmad, and S. Miskon, “Gamification Elements in E-Library Services in Higher Education: A Systematic Review,” in Advances on Intelligent Informatics and Computing, F. Saeed, F. Mohammed, and F. Ghaleb, Eds., Cham: Springer International Publishing, 2022, pp. 723–733. doi: https://doi.org/10.1007/978-3-030-98741-1_61.
[22] W. Oliveira et al., “Tailored gamification in education: A literature review and future agenda,” Educ Inf Technol (Dordr), vol. 28, no. 1, pp. 373–406, 2023, doi: 10.1007/s10639-022-11122-4.
[23] O. Priyadi, I. Ramadhan, D. I. Sensuse, R. R. Suryono, and Kautsarina, “Gamification in Software Development: Systematic Literature Review,” in Lecture Notes on Data Engineering and Communications Technologies, M. Ben Ahmed, B. A. Abdelhakim, B. K. Ane, and D. Rosiyadi, Eds., Cham: Springer International Publishing, 2023, pp. 386–398. doi: 10.1007/978-3-031-15191-0_37.
[24] V. Pham, “Gamification On Learning - Gamifying the Gamification and Serious Game Course,” TURKU UNIVERSITY OF APPLIED SCIENCES, 2020. Accessed: May 15, 2024. [Online]. Available: https://www.theseus.fi/handle/10024/341732
[25] S. R. Raharjo, P. W. Handayani, and P. O. H. Putra, “Active Student Learning through Gamification in a Learning Management System,” The Electronic Journal of e-Learning, vol. 19, no. 6, pp. 601–613, 2021, [Online]. Available: www.ejel.org
[26] J. Harms, C. Wimmer, K. Kappel, and T. Grechenig, “Gamification of online surveys: conceptual foundations and a design process based on the MDA framework,” in Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, in NordiCHI ’14. New York, NY, USA: Association for Computing Machinery, 2014, pp. 565–568. doi: 10.1145/2639189.2639230.
[27] T. Fulcini and L. Ardito, “Gamified Exploratory GUI Testing of Web Applications: a Preliminary Evaluation,” Proceedings - 2022 IEEE 14th International Conference on Software Testing, Verification and Validation Workshops, ICSTW 2022, no. October, pp. 215–222, 2022, doi: 10.1109/ICSTW55395.2022.00045.
[28] M. A. Bujang, E. D. Omar, D. H. P. Foo, and Y. K. Hon, “Sample size determination for conducting a pilot study to assess reliability of a questionnaire,” Restor Dent Endod, vol. 49, no. 1, pp. 1–8, 2024, doi: 10.5395/rde.2024.49.e3.
[29] H. Lu and H. Ho, “Exploring the Impact of Gamification on Users’ Engagement for Sustainable Development: A Case Study in Brand Applications,” Sustainability, vol. 12, no. 4169, pp. 1–19, 2020, doi: https://doi.org/10.3390/su12104169.
[30] Sri Watini and Widhy Setyowati, “Using Gamification To Increase E-Learning Engagement,” International Transactions on Education Technology (ITEE), vol. 1, no. 2, pp. 84–94, 2023, doi: 10.34306/itee.v1i2.234.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Teknika

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.















