The Covid-19 pandemic has changed lecture procedures and habits. Lecturers and students must get used to carrying out lectures online. Initial observations made by researchers on the use of e-learning turned out to have several obstacles. The biggest obstacle lies in student learning motivation and lecture activities. The solution to this problem is to build a gamified learning application (e-learning combined with game elements). The use of gamification can have a positive effect and can increase understanding and motivation in learning activities. The focus on this writing is not on the process of designing and building the application but on the process of testing a gamified learning application that has been built. The test model carried out is non-functional testing using beta testing techniques. Beta testing is done by distributing questionnaires to users to provide an assessment of their experience in interacting with the application. The purpose of this study is to determine the level of usefulness of the application whether it has been successfully felt by users during interactions on this application. There are five assessment components using five Linkert scales with thirty-five respondents. From the results of the assessment, a percentage of value of 87% was obtained with good categories in the aspects of usefulness, ease of use, ease of learning and satisfaction.