Rancang Bangun Platform Kuis Interaktif Berbasis AI Generatif dan Gamifikasi untuk Personalisasi Pembelajaran Siswa

Muthia Farida, Muhammad Edya Rosadi, Muhammmad Iqbal Firdaus, Dian Agustini, Riadhull Muttaqin

Abstract


Pembelajaran digital menuntut inovasi agar siswa tetap termotivasi dan terlibat aktif. Salah satu pendekatan adalah penggunaan platform kuis interaktif yang diperkaya kecerdasan buatan generatif dan elemen gamifikasi. Penelitian ini bertujuan merancang sebuah platform kuis berbasis web yang mampu menghasilkan soal adaptif secara otomatis menggunakan AI generatif dan menerapkan gamifikasi untuk personalisasi pengalaman belajar siswa. Metodologi penelitian yang digunakan adalah Research and Development (R&D) dengan model prototipe, melibatkan analisis kebutuhan pengguna, perancangan arsitektur sistem, desain antarmuka, serta implementasi dan evaluasi awal prototipe. Hasil perancangan mencakup arsitektur sistem web dengan frontend HTML–Tailwind CSS–Alpine.js yang responsif, backend Python (FastAPI) dan database MySQL, serta integrasi API OpenAI GPT untuk menghasilkan soal. Fitur gamifikasi seperti poin, lencana, dan papan peringkat turut dirancang untuk meningkatkan motivasi. Platform ini diharapkan dapat menyesuaikan tingkat kesulitan dan materi soal dengan kemampuan masing-masing siswa secara dinamis, sehingga menciptakan pembelajaran yang lebih personal. Implikasinya, platform kuis cerdas ini berpotensi meningkatkan keterlibatan siswa, memberikan umpan balik cepat, dan membantu guru dalam menyediakan evaluasi yang sesuai secara efisien.


Keywords


rancang bangun; platform kuis; AI generatif; gamifikasi; personalisasi pembelajaran

Full Text:

References


DAFTAR PUSTAKA

H. Yaseen, A. S. Mohammad, N. Ashal, H. Abusaimeh, A. Ali, and A.-A. A. Sharabati, “The Impact of Adaptive Learning Technologies, Personalized Feedback, and Interactive AI Tools on Student Engagement: The Moderating Role of Digital Literacy,” Sustainability, vol. 17, no. 3, Art. no. 3, Jan. 2025, doi: 10.3390/su17031133.

J. C. K. Chan, D. Ahn, K. K. Szpunar, Z. Assadipour, and H. Gill, “In-lecture quizzes improve online learning for university and community college students,” Commun Psychol, vol. 3, no. 1, p. 54, Apr. 2025, doi: 10.1038/s44271-025-00234-5.

Z. Shen, M. Lai, and F. Wang, “Investigating the influence of gamification on motivation and learning outcomes in online language learning,” Front. Psychol., vol. 15, p. 1295709, May 2024, doi: 10.3389/fpsyg.2024.1295709.

A. Aibar-Almazán, Y. Castellote-Caballero, M. D. C. Carcelén-Fraile, Y. Rivas-Campo, and A. M. González-Martín, “Gamification in the classroom: Kahoot! As a tool for university teaching innovation,” Front. Psychol., vol. 15, p. 1370084, Mar. 2024, doi: 10.3389/fpsyg.2024.1370084.

M. A.-A. Ismail, J. A.-M. Mohammad, and Department of Medical Education, School Medical Sciences, Universiti Sains Malaysia, Kelantan, Malaysia, “Kahoot: A Promising Tool for Formative Assessment in Medical Education,” EIMJ, vol. 9, no. 2, Art. no. 2, 2017, doi: 10.21315/eimj2017.9.2.2.

S. Deterding, D. Dixon, R. Khaled, and L. Nacke, “From game design elements to gamefulness: defining ‘gamification,’” in Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, Tampere Finland: ACM, Sep. 2011, pp. 9–15. doi: 10.1145/2181037.2181040.

M. D. Hanus and J. Fox, “Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance,” Computers & Education, vol. 80, pp. 152–161, Jan. 2015, doi: 10.1016/j.compedu.2014.08.019.

S. G. Essa, T. Celik, and N. E. Human-Hendricks, “Personalized Adaptive Learning Technologies Based on Machine Learning Techniques to Identify Learning Styles: A Systematic Literature Review,” IEEE Access, vol. 11, pp. 48392–48409, 2023, doi: 10.1109/access.2023.3276439.

H. Rouzegar and M. Makrehchi, “Generative AI for Enhancing Active Learning in Education: A Comparative Study of GPT-3.5 and GPT-4 in Crafting Customized Test Questions,” 2024, doi: 10.48550/ARXIV.2406.13903.

Y. S. Kıyak and E. Emekli, “ChatGPT prompts for generating multiple-choice questions in medical education and evidence on their validity: a literature review,” Postgraduate Medical Journal, vol. 100, no. 1189, Art. no. 1189, Oct. 2024, doi: 10.1093/postmj/qgae065.

A. K. Law et al., “AI versus human-generated multiple-choice questions for medical education: a cohort study in a high-stakes examination,” BMC Med Educ, vol. 25, no. 1, Art. no. 1, Feb. 2025, doi: 10.1186/s12909-025-06796-6.

H. E. Fazazi, M. Elgarej, M. Qbadou, and K. Mansouri, “Design of an Adaptive e-Learning System based on Multi-Agent Approach and Reinforcement Learning,” Engineering, Technology & Applied Science Research, vol. 11, no. 1, pp. 6637–6644, 2021, doi: 10.48084/etasr.3905.

S. A. Licorish, H. E. Owen, B. Daniel, and J. L. George, “Students’ perception of Kahoot!’s influence on teaching and learning,” RPTEL, vol. 13, no. 1, p. 9, Dec. 2018, doi: 10.1186/s41039-018-0078-8.

S. Amin, M. I. Uddin, A. A. Alarood, W. K. Mashwani, A. Alzahrani, and A. O. Alzahrani, “Smart E-Learning Framework for Personalized Adaptive Learning and Sequential Path Recommendations Using Reinforcement Learning,” IEEE Access, vol. 11, pp. 89769–89790, 2023, doi: 10.1109/access.2023.3305584.

J. Wang and W. Fan, “The effect of ChatGPT on students’ learning performance, learning perception, and higher-order thinking: insights from a meta-analysis,” Humanit Soc Sci Commun, vol. 12, no. 1, Art. no. 1, May 2025, doi: 10.1057/s41599-025-04787-y.

K. P. Nuci, R. Tahir, A. I. Wang, and A. S. Imran, “Game-Based Digital Quiz as a Tool for Improving Students’ Engagement and Learning in Online Lectures,” IEEE Access, vol. 9, pp. 91220–91234, 2021, doi: 10.1109/ACCESS.2021.3088583.

D. Agustini, M. Farida, M. E. Rosadi, M. I. Firdaus, and R. Muttaqin, “Platform Kuis Interaktif Pembelajaran Anak Sekolah dengan Integrasi Bot Telegram Berbasis Generatif AI,” JNKTI, vol. 8, no. 1, Feb. 2025, doi: 10.32672/jnkti.v8i1.8749.

E. Siswanto and I. Priosetiono, “Perancangan Media Pembelajaran Praktikum Kewirausahaan Dengan Metode Game Based Learning,” smartcomp, vol. 9, no. 1, pp. 1–6, Jan. 2020, doi: 10.30591/smartcomp.v9i1.1812.




DOI: https://doi.org/10.30591/smartcomp.v15i1.9568

Refbacks

  • There are currently no refbacks.


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

========================================================================

Smart Comp Indexed By:

Flag Counter

 

View My Stats

 

 

 

Creative Commons License

 

 

 

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







 

https://journal.mjkpublisher.or.id/