Gamification-Based E-learning Design for Vocational Software Engineering Subjects

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Wahyu Nur Hidayat, Hakkun Elmunsyah, Luluk Iwanatul Bariroh, Tri Atmadji Sutikno

2022 ICITEE 2022 - Proceedings of the 14th International Conference on Information Technology and Electrical Engineering Conference paper Cited by 11 Quartile

Abstract

The decrease in learning motivation significantly impacts students' understanding and learning outcomes. This study aims to develop gamification-based e-learning for vocational high school students and describe the feasibility level of e-learning. The implementation of gamification aims to increase student involvement, motivation, and learning experience. This development research adapts the SAM (Successive Approximation Model) 1 development model through three iterative stages: evaluate, design, and develop. Evaluation is carried out through the stages of alpha testing by experts and beta testing by users. Results of alpha testing are: (1) Material expert validation is very valid with a percentage of 89.06%. (2) Media experts' validation is very valid, with a percentage of 92.26%. Beta testing attended by 45 VHS students resulted in 81.3% with very valid criteria. The learning motivation test resulted in 81.04% with very high motivation criteria, which showed the effect of gamification implementation in fostering student learning motivation. Media experts, material experts, and students have tested E-learning for feasibility. Therefore, e-learning products are feasible and can be used as a medium to support learning in database subjects at VHS. © 2022 IEEE.

Affiliations

Universitas Negeri Malang, Electrical Engineering Dept, Malang, Indonesia