Manuscript received September 19, 2024; revised October 23, 2024; accepted November 14, 2024; published February 17, 2025
Abstract—This study evaluates the PetraVerse Learning Management System (LMS), developed by Petra Christian University, as a gamified solution addressing the challenges in online and hybrid learning. PetraVerse integrates immersive digital modules with game-like elements, such as skill cards, interactive factions, and rewards, creating a highly engaging educational experience for students. By leveraging gamification, the platform transforms learning into an interactive process that motivates students, enhances soft skill development, and fosters collaboration. Using a Fuzzy Quality Function Deployment (FQFD) approach, the study collected and analyzed feedback from students and professionals to identify key technical and user-centered requirements, including user interface design, internet speed, and gamification features. Findings indicate that PetraVerse surpasses traditional platforms in user satisfaction and technological performance, positioning it as a dynamic alternative to conventional learning systems. Although challenges such as internet access remain, the study demonstrates PetraVerse’s potential to redefine online education through gamification, offering a more immersive and motivational learning environment.
Keywords—gamification, Learning Management System (LMS), Fuzzy Quality Function Deployment (FQFD), hybrid learning
Cite: I Nyoman Sutapa, Siana Halim, and Felecia, "Listening to the Voice of Customers: Assessing the PetraVerse Learning Management System," International Journal of Information and Education Technology, vol. 15, no. 2, pp. 348-358, 2025.