ABSTRACT

Online learning is being widely used during the COVID-19 pandemic. Many online applications serve as a medium for online learning. However, each of it has a level of saturation that results in a decrease in learning performance and eventually into gimmick problems that students often face. In this paper, the author tries to create an online class application concept by adopting gamification to immerse students in taking online classes. This relieves boredom due to applications that only prioritize functions, so students have other goals when accessing online class applications. This study uses a mixed-method sequential combination to understand phenomena that occurs with a concurrent triangulation strategy for comparison of both high school teachers and high school students with the same weight as application users. Media studies are conducted to compare similar media that have the potency to be used as online learning media. Gamification can make students motivated in online classes. Moreover, there is higher potency to make super apps by implementing gamification on online class media.