Next Article in Journal
How to Improve Usability in Open-Source Software Projects? An Analysis of Evaluation Techniques Through a Multiple Case Study
Previous Article in Journal
Toolkit for Inclusion of User Experience Design Guidelines in the Development of Assistants Based on Generative Artificial Intelligence
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
This is an early access version, the complete PDF, HTML, and XML versions will be available soon.
Article

Enhancing Foreign Speakers’ Satisfaction in Learning Indonesian Language with a Gamified Multiplatform Approach

by
Rifqi Imaduddin Irfan
* and
Yulyani Arifin
Computer Science Department, BINUS Graduate Program, Bina Nusantara University, Jakarta 11480, Indonesia
*
Author to whom correspondence should be addressed.
Informatics 2025, 12(1), 11; https://doi.org/10.3390/informatics12010011
Submission received: 22 November 2024 / Revised: 13 January 2025 / Accepted: 15 January 2025 / Published: 24 January 2025
(This article belongs to the Section Human-Computer Interaction)

Abstract

This study examines how gamification can improve the satisfaction level of foreign learners studying the Indonesian language using the innovative multiplatform application named Belajar Indo. In consideration of the Indonesian government’s heightened focus on language proficiency for foreign workers and students, this study examines the challenges encountered in Bahasa Indonesia for Foreign Speakers (BIPA) programs. Integrating gamified elements into a Progressive Web App (PWA) presents an engaging alternative to traditional learning resources, which frequently fall short in terms of interactivity and accessibility. Data gathered from surveys, online observation, and user engagement metrics indicate that gamification greatly improves learner motivation, resulting in a success rate of 93.51% and a Net Promoter Score (NPS) of 8.11. The findings demonstrate that gamification enhances language acquisition while simultaneously cultivating a greater enthusiasm for learning Indonesian, proving advantageous for both beginners and advanced learners. This study advances the domain of educational technology by presenting a model that integrates language acquisition with digital innovation, highlighting gamified learning as an effective instrument for foreign language education. Future recommendations involve fine-tuning user interface components to improve usability and maintain elevated engagement levels.
Keywords: gamification; Indonesian language; foreign language acquisition; multiplatform learning; language learning application; educational technology; usability testing gamification; Indonesian language; foreign language acquisition; multiplatform learning; language learning application; educational technology; usability testing
Graphical Abstract

Share and Cite

MDPI and ACS Style

Irfan, R.I.; Arifin, Y. Enhancing Foreign Speakers’ Satisfaction in Learning Indonesian Language with a Gamified Multiplatform Approach. Informatics 2025, 12, 11. https://doi.org/10.3390/informatics12010011

AMA Style

Irfan RI, Arifin Y. Enhancing Foreign Speakers’ Satisfaction in Learning Indonesian Language with a Gamified Multiplatform Approach. Informatics. 2025; 12(1):11. https://doi.org/10.3390/informatics12010011

Chicago/Turabian Style

Irfan, Rifqi Imaduddin, and Yulyani Arifin. 2025. "Enhancing Foreign Speakers’ Satisfaction in Learning Indonesian Language with a Gamified Multiplatform Approach" Informatics 12, no. 1: 11. https://doi.org/10.3390/informatics12010011

APA Style

Irfan, R. I., & Arifin, Y. (2025). Enhancing Foreign Speakers’ Satisfaction in Learning Indonesian Language with a Gamified Multiplatform Approach. Informatics, 12(1), 11. https://doi.org/10.3390/informatics12010011

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop