Developing Gamified Mobile Learning to Increase Student Motivation to Learn WAN Technology for Vocational High School Students

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Ricky Septiandy Pratama Putra Husmildin, Harits Ar Rosyid, Hakkun Elmunsyah

2020 4th International Conference on Vocational Education and Training, ICOVET 2020 Conference paper Cited by 4 Quartile

Abstract

Millennial generations are inseparable from the mobile devices because they find their needs there. This helps them easily find information from the internet. As such can positively impacts their affective, cognitive, metacognitive, and socio-cultural. Based on observations and informal interviews carried out at SMK Negeri 3 Malang, the course about WAN technology was demanding but not optimally presented in class. Currently, digital material and presentation were the primary learning media used in class. As a result, the students are lacking motivation or interest to learn the material independently. To overcome this issue, this research designed and developed a gamified mobile learning. By applying ADDIE method, the gamified mobile learning application was categorized as valid with respect to material compatibility (96.87% validity score from material experts) and 95.83% valid in terms of the media. Meanwhile, the group tests were all valid: 88.62% in the small group test and 88.29% in the field test. The research revealed there is a motivation improvement from averagely 65.16% before using the application to 82.08% motivation score posterior to application usage. These results infer that the media is valid and feasible for student learning as well as improving learning motivation. © 2020 IEEE.

Affiliations

State University of Malang, Electrical Engineering Department, Malang, Indonesia