History and culture content can be perceived as unengaging, potentially limiting student participation in learning activities. This study presents EduVenture, an Android learning application designed to support engagement through an adventure-themed role-playing game (RPG) quiz. Its design is guided by the Octalysis framework and incorporates game elements such as coins, levels and experience points, badges, a leaderboard, daily missions, mini-games, time limits, hints, collectible characters, and a national-hero storyline. The application uses a client–server architecture, with Retrofit, a REST API, and a MySQL database to synchronize user progress. The login feature was evaluated using white-box and black-box functional testing. Flowgraph analysis produced a cyclomatic complexity value of 5, identifying five independent paths; all five black-box test cases produced the expected outputs. Usability was assessed with the System Usability Scale (SUS) among 20 respondents. The mean SUS score was 91.38 (Grade A; “Excellent”), with scores ranging from 62.5 to 97.5; 18 respondents scored above 80.3. These results indicate that the tested login feature functioned as expected and that respondents rated the prototype’s usability highly. However, the study did not assess the application’s effects on learning or knowledge retention. Further testing of other features and evaluation of learning outcomes using school students are therefore needed.
Keywords
gamification, Octalysis framework, Android learning application, educational technology, role-playing game, usability testing