Analisa Pengaruh Gamifikasi Terhadap Peningkatan Motivasi dalam Berolahraga
Abstract
This research addresses the general issue of lack of motivation and participation in physical activity, particularly among the younger generation. This research has two main objectives, namely: to determine the effectiveness of the Scrum method in project management and produce quality applications and analyze the impact of applications that apply the concept of gamification in the form of leaderboards in increasing students' interest in exercising. The research methodology includes the application design process using the Scrum method and feature testing using the Black Box testing methodology. Data analysis includes observation, application testing, and questionnaire distribution, with an emphasis on qualitative analysis to evaluate the effectiveness of the gamification concept in increasing interest in physical activity. The results showed a high level of satisfaction and increased motivation in the group that used the gamification application. Gamification elements such as XP points and leaderboards motivated users to plan effectively and stick to a regular exercise routine. In addition, this research also shows the effectiveness of using Scrum and Black Box testing methods in producing quality applications.
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