EVALUATION OF USER EXPERIENCE IN WEB QUEST GAMIFICATION USING A USER EXPERIENCE QUESTIONNAIRE

Authors

  • Muhammad Wildan Ramadhana Department of Information Technology, State Polytechnic of Malang, Malang, Indonesia
  • Dimas Wahyu Wibowo Department of Information Technology, State Polytechnic of Malang, Malang, Indonesia
  • Eka Larasati Amalia Department of Information Technology, State Polytechnic of Malang, Malang, Indonesia
  • Achmad Zakki Falani Department of Informatics Engineering, Narotama University, Surabaya, Indonesia

DOI:

https://doi.org/10.17977/um068.v6.i1.2026.3

Keywords:

Gamification, Microsoft Reaction Card (MRC), User Experience, User Experience Questionnaire (UEQ)

Abstract

Advances in information technology have encouraged more interactive learning media, particularly in Web Programming courses. However, instruction still often relies on static media that are less effective in enhancing student engagement and learning motivation. To address this, a gamified Web Quest was developed using a guided discovery learning approach. This study measures user experience with the Web Quest system for learning basic web programming, using the User Experience Questionnaire (UEQ), focusing on Pragmatic Quality and Hedonic Quality, supported by Microsoft Reaction Cards (MRC). Respondents consisted of 34 students who had used the system. Results show Pragmatic Quality scored 1.48 and Hedonic Quality scored 1.43, indicating a positive user experience overall. The system was rated easy to understand, effective in supporting completion of learning tasks, and able to make learning engaging and motivating through gamification elements. MRC results showed the most frequently selected words were "Clean," "Creative," "Useful," "Attractive," and "Motivating," reflecting a positive perception of the system. These results indicate that gamification in Web Quest provides a good user experience from both pragmatic and hedonic perspectives. However, several aspects still require improvement, including interface refinement, clearer task flows, and further development of gamification features for a more engaging learning experience.

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Published

13-01-2026

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