Pengembangan Sistem Umpan Balik dalam Pembelajaran Berbasis LLM dengan Gamifikasi untuk Mendukung Engagement Siswa


Authors

  • Irfan Habibi Universitas Pendidikan Indonesia, Bandung, Indonesia
  • Erna Piantari Universitas Pendidikan Indonesia, Bandung, Indonesia
  • Latifahny Aridia Alfitri Universitas Pendidikan Indonesia, Bandung, Indonesia

DOI:

https://doi.org/10.47065/bulletincsr.v6i6.1391

Keywords:

Large Language Model; Feedback; Gamification; Learning Engagement; Algorithm and Programming; ADDIE

Abstract

Algorithm and Programming learning requires feedback that helps students identify errors and improve their solutions during problem-solving activities. However, teachers’ limited capacity to provide individual feedback may cause students to wait for guidance when encountering difficulties. This study aims to develop a Large Language Model (LLM)-based feedback system with gamification to support student engagement. The study employed a Research and Development (R&D) method using the ADDIE model. The system was implemented with 31 students from Class X DKV 1 at SMK Negeri 2 Bandung using a One-Group Pretest-Posttest design. Data were collected through observations, interviews, expert validation, tests, and a 26-item engagement questionnaire based on the Learning Engagement instrument, using a four-point Likert scale. The instrument covers six dimensions: psychological motivation, peer cooperation, cognitive problem-solving, interaction with instructors, learning environment support, and learning management. Functional testing showed that all 23 test scenarios were successfully executed. Media validation reached 96.25%, while material validation increased from 93.24% to 97.04%. Computational Thinking skills showed an average N-Gain of 0.59, categorized as moderate. Meanwhile, student engagement achieved an average score of 3.42 out of 4, categorized as very high. This study contributes an integrated learning platform that combines rule-based flowchart checking, LLM-generated corrective explanations based on checking results, and gamification elements. However, engagement was measured through student self-reports, and the absence of a comparison group limits the interpretation of the findings.

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Published: 2026-10-31

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How to Cite

Habibi, I., Piantari, E., & Alfitri, L. A. (2026). Pengembangan Sistem Umpan Balik dalam Pembelajaran Berbasis LLM dengan Gamifikasi untuk Mendukung Engagement Siswa. Bulletin of Computer Science Research, 6(6), 2669-2681. https://doi.org/10.47065/bulletincsr.v6i6.1391

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