Perancangan Aplikasi Time Management Untuk Mahasiswa Berbasis Gamification


  • Gerry Susanto Sulistio,  Informatika, Universitas Kristen Duta Wacana
  • (*) Lukas Chrisantyo,  Informatika, Universitas Kristen Duta Wacana
  • Willy Sudiarto Raharjo,  Informatika, Universitas Kristen Duta Wacana

(*) Corresponding Author



Application, Time Management, Gamification, Design Thinking


Students commonly encounter challenges in time organization due to assignments and distractions, notably social media. To solve this problem, the application was meticulously crafted employing Design Thinking principles and incorporating gamification elements to bolster student motivation. During the testing phase, Task Scenario was utilized to measure effectiveness, while the System Usability Scale (SUS) was employed to measure user satisfaction. Test results revealed an effectiveness rate of 87,2%, and the SUS yielded an average score of 65.7%. These findings categorize the application within the level D (OK) and high marginal acceptability ranges. It can be inferred that the application still functions normally, and a considerable number of users are able to accept and use it effectively.


S. A. Murray, J. Davis, H. D. Shuler, E. C. Spencer and A. Hinton, "Time management for STEMM students during the continuing pandemic," Trends in Biochemical Sciences, pp. 279-283, 2022.

J. A. Martín-García and D. P. Marín, "A gamified mobile-based APP to help university students to manage their tasks," TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality, p. 655–661, 2020.

C. Hosseini, O. Humlung, A. Fagerstrøm and M. Haddara, "An experimental study on the effects of gamification on task performance," Procedia Computer Science, pp. 999-1006, 2022.

D. Saputra and R. Kania, "Implementasi Design Thinking untuk User Experience Pada Penggunaan Aplikasi Digital," Prosiding The 13th Industrial Research Workshop and National Seminar, pp. 1174-1178, 2022.

N. Aulia, S. Andryana and A. Gunaryati, "Perancangan User Experience Aplikasi Mobile Charity Menggunakan Metode Design Thinking," JURNAL SISFOTENIKA, pp. 26-36, 2021.

A. Kurniawan and E. Ramadhani, "Perancangan User Experience Dan User Interface Pada Mobile App PeduliPanti Dengan Metode Design Thinking," Prosiding Automata, pp. 1-7, 2022.

G. Karnawan, S. Andryana and R. T. Komalasari, "Implementation of User Experience Using the Design Thinking Method in Prototype Cleanstic Applications," Jurnal Teknologi dan Manajemen Informatika, pp. 10-17, 2020.

D. A. Rusanty, H. Tolle and L. Fanani, "Perancangan User Experience Aplikasi Mobile Lelenesia (Marketplace Penjualan Lele) Menggunakan Metode Design Thinking," Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer, pp. 10484-10493, 2019.

X. Wang, F. Gobbo and M. Lane, Turning Time from Enemy into an Ally Using the Pomodoro Technique, Berlin, Heidelberg: Springer, 2010.

F. Cirillo, The Pomodoro Technique (The Pomodoro), San Francisco: Creative Commons, 2007.

F. Rachman, "Kenali Tips Menggunakan Teknik Pomodoro, Teknik Belajar Efektif," Satu Persen Edukasi, 12 february 2022. [Online]. Available: [Accessed 19 january 2024].

S. Deterding, R. Khaled, L. E. Nacke and D. Dixon, "Gamification: Toward a Definition," Proceedings of CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts, pp. 6-9, 2011.

K.-c. Li, S.-Y. Cheng and C.-W. Wang, "Can a Game-based Productivity Tool Improve Procrastination?," Advances in Management & Applied Economics, pp. 55-65, 2018.

N. Larysa and S. Marta, "Design Thinking Approaches in IT Projects," CEUR Workshop Proceedings, pp. 45-47, 2019.

R. D. Darmawan, "Design Thinking Sebagai Pendekatan Kreatif Dalam Menyelesaikan Masalah," LinkedIn, 14 July 2021. [Online]. Available: [Accessed 19 january 2024].

N. Jakob, Usability Engineering, San Francisco: Morgan Kaufmann, 1994.

T. Zazelenchuk, "Usability research," 2008. [Online]. Available:

A. Seergev, "Effectiveness," 2010. [Online]. Available: <>.

J. Brooke, "SUS: A Retrospective," Journal of Usability Studies, pp. 29-40, 2013.




How to Cite

G. S. Sulistio, L. Chrisantyo, and W. S. Raharjo, “Perancangan Aplikasi Time Management Untuk Mahasiswa Berbasis Gamification”, JUTEI, vol. 8, no. 1, pp. 33–42, Apr. 2024.