Habit Tracker Application Using the Gamification Method to Improve Student Discipline
Abstract
Student discipline in academic activities remains a continual challenge, commonly due to inadequate time management and frequent electronic distractions. Existing Habit Tracker applications typically focus on recording activities, with limited capacity to sustain user motivation. This study describes the design, development, and evaluation of an Android-based Habit Tracker application that incorporates seven gamification elements: points, levels, badges, streaks, leaderboards, rewards, and reminders. The application seeks to improve student discipline at Universitas Muhammadiyah Banten. This study contributes a Habit Tracker that integrates seven gamification elements in a single application aimed at academic discipline, together with empirical evidence on its user acceptance and on changes in student discipline scores. Employing a quantitative One Group Pretest-Posttest design and the Prototype development method, data were collected from 30 students across the 15th, 16th, and 17th cohorts using pre-test, post-test, and User Acceptance Test (UAT) questionnaires on a Likert scale. Data analysis included validity testing (Corrected Item-Total Correlation), reliability testing (Cronbach's Alpha), and a Paired Sample T-Test to compare discipline scores before and after application use. The UAT indicated a user acceptance rate of 75.37%, categorized as good. The Paired Sample T-Test demonstrated an increase in mean discipline scores from 31.53 to 38.27, with a t-value of -11.914 and a significance value of 0.000 (p<0.05), leading to the rejection of H0 and acceptance of H1. The results indicate that the gamification-based Habit Tracker application developed in this study is associated with a significant increase in student discipline scores at Universitas Muhammadiyah Banten.
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