Needs Analysis for Gamified Learning Media Development: A Focus on Civilisation Française Course
DOI:
https://doi.org/10.58230/edutech.v4i1.107Keywords:
Needs Analysis, Gamification, ZepQuiz, Civilisation FrançaiseAbstract
The Civilisation Française course presents challenges due to its complex socio-cultural, historical, and geographical content. This study conducted a needs analysis to identify requirements for developing ZepQuiz, a gamification-based learning medium. Using a descriptive quantitative approach, data were collected from 27 undergraduate students through a structured questionnaire. The findings showed that 85.2% experienced moderate-to-high learning difficulties, while 77.8% preferred interactive gamified quizzes and 55.6% preferred short videos. Students also emphasized introductory summaries, instant feedback, interactive activities, and motivational features. These findings provide an empirical basis for developing an accessible, visually supported, and interactive ZepQuiz platform.
Downloads
References
Borg, W. R., & Gall, M. D. (2020). Educational research: An introduction (5th ed.). Longman.
Branch, R. M. (2009). Instructional design: The ADDIE approach. Springer Science & Business Media.
Byram, M. (2021). Teaching and assessing intercultural communicative competence: Revisited. Multilingual Matters.
Deterding, S. (2015). The lens of intrinsic skill development: Experiences of competence and game design. Human–Computer Interaction, 30(3–4), 294–335.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “gamification.” In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15). Association for Computing Machinery.
Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain: A critical review. International Journal of Educational Technology in Higher Education, 14(1), Article 9.
Etikan, I., Musa, S. A., & Alkassim, R. S. (2016). Comparison of convenience sampling and purposive sampling. American Journal of Theoretical and Applied Statistics, 5(1), 1–4.
Feriansyah, F., & Titaley, E. (2024). Gamification-based learning with ZepQuiz: Enhancing language learning motivation and comprehension in higher education. Journal of Foreign Language Teaching and Learning, 9(1), 45–58.
Field, A. (2018). Discovering statistics using IBM SPSS statistics (5th ed.). SAGE Publications.
Kramsch, C. (2013). Culture in foreign language teaching. Iranian Journal of Language Teaching Research, 1(1), 57–78.
Krashen, S. D. (1982). Principles and practice in second language acquisition. Pergamon Press.
McKillip, J. (1987). Needs analysis: Tools for the human services and education. Sage Publications.
Paivio, A. (1991). Dual coding theory: Retrospect and current status. Canadian Journal of Psychology, 45(3), 255–287.
Pegrum, M. (2019). Mobile learning: Languages, literacies and cultures. Palgrave Macmillan.
Richey, R. C., & Klein, J. D. (2007). Design and development research: Methods, strategies, and issues. Lawrence Erlbaum Associates.
Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, Article 101860.
Sweller, J. (2011). Cognitive load theory. Psychology of Learning and Motivation, 55, 37–76.
ZEP. (2024). ZEP QUIZ: Interactive gamified e-learning platform. Google Workspace Marketplace.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 William Anderson Hutapea, Ria Fuji Destiara, Priliskha Yunisty

This work is licensed under a Creative Commons Attribution 4.0 International License.




