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Distance Learning in Indonesia is one of the learning methods that began to be applied during the Covid-19 pandemic. Yet students face some obstacles, such as lack of motivation, struggling with operating learning devices, difficulty maintaining focus, and student engagement during the learning process. Gamification offers a solution to these problems by significantly enhancing user motivation and engagement, as it has been tested in research to have a profound impact. Therefore, this study aims to design a mobile application for Distance Learning by implementing gamification. It employs qualitative and quantitative data, including 32 students' responses from questionnaires like UEQ-S, utilized for testing user interface, and UES-SF, employed for testing gamification elements. By implementing gamification in this design, an engagement score of 83% was obtained, and the overall UEQ-S result was 1.89 in the Excellent category.
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Prakasa et al. (2024) studied this question.
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