Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement
This study aims to help students improve their knowledge capability based on their active participation through gamification. Gamification is one of the newer methods of education that has the potential to improve student learning. This research looked into gamification's efficacy in student en...
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Format: | Article |
Language: | English |
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Politeknik Negeri Padang
2022-06-01
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Series: | JOIV: International Journal on Informatics Visualization |
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Online Access: | https://joiv.org/index.php/joiv/article/view/1001 |
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author | Noor Zuraidin Mohd Safar Hazalila Kamaludin Masitah Ahmad Muhammad Hanif Jofri Norfaradilla Wahid Taufik Gusman |
author_facet | Noor Zuraidin Mohd Safar Hazalila Kamaludin Masitah Ahmad Muhammad Hanif Jofri Norfaradilla Wahid Taufik Gusman |
author_sort | Noor Zuraidin Mohd Safar |
collection | DOAJ |
description | This study aims to help students improve their knowledge capability based on their active participation through gamification. Gamification is one of the newer methods of education that has the potential to improve student learning. This research looked into gamification's efficacy in student engagement and learning retention during teaching and learning sessions for computer science or information technology courses. The assessment involved in this study is through Pre-Test and Post-Test through instructional intervention by adapting interactive Quizizz gamification e-learning web-based application. The flow of research works begins with a survey of the problem, pre-intervention analysis, and action was taken during the intervention, ending with the implementation and observation phase. The pre and post-analysis of test results and questionnaires were accomplished and discussed. Fifty-six respondents participate in this study. Results show that 87% of the respondents have increased their percentage of marks. In the pre-test result, 56% of the respondents achieved below the 55 marks, while in the post-test, it reduced to 14%. Adoption of other gamification applications, a larger target demographic, and the addition of computer science or information technology courses will help improve the study in the future. |
first_indexed | 2024-04-10T05:47:18Z |
format | Article |
id | doaj.art-448fca87ce9c4d0c9163041e451504a5 |
institution | Directory Open Access Journal |
issn | 2549-9610 2549-9904 |
language | English |
last_indexed | 2024-04-10T05:47:18Z |
publishDate | 2022-06-01 |
publisher | Politeknik Negeri Padang |
record_format | Article |
series | JOIV: International Journal on Informatics Visualization |
spelling | doaj.art-448fca87ce9c4d0c9163041e451504a52023-03-05T10:28:41ZengPoliteknik Negeri PadangJOIV: International Journal on Informatics Visualization2549-96102549-99042022-06-016237638110.30630/joiv.6.2.1001375Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course AchievementNoor Zuraidin Mohd Safar0Hazalila Kamaludin1Masitah Ahmad2Muhammad Hanif Jofri3Norfaradilla Wahid4Taufik Gusman5Universiti Tun Hussein Onn Malaysia, Parit Raja, Batu Pahat, Johor, MalaysiaUniversiti Tun Hussein Onn Malaysia, Parit Raja, Batu Pahat, Johor, MalaysiaUniversiti Teknologi MARA, Rembau, Negeri Sembilan, MalaysiaUniversiti Tun Hussein Onn Malaysia, 84600 Pagoh, Muar, Johor, MalaysiaUniversiti Tun Hussein Onn Malaysia, Parit Raja, Batu Pahat, Johor, MalaysiaPoliteknik Negeri Padang, Sumatera Barat, IndonesiaThis study aims to help students improve their knowledge capability based on their active participation through gamification. Gamification is one of the newer methods of education that has the potential to improve student learning. This research looked into gamification's efficacy in student engagement and learning retention during teaching and learning sessions for computer science or information technology courses. The assessment involved in this study is through Pre-Test and Post-Test through instructional intervention by adapting interactive Quizizz gamification e-learning web-based application. The flow of research works begins with a survey of the problem, pre-intervention analysis, and action was taken during the intervention, ending with the implementation and observation phase. The pre and post-analysis of test results and questionnaires were accomplished and discussed. Fifty-six respondents participate in this study. Results show that 87% of the respondents have increased their percentage of marks. In the pre-test result, 56% of the respondents achieved below the 55 marks, while in the post-test, it reduced to 14%. Adoption of other gamification applications, a larger target demographic, and the addition of computer science or information technology courses will help improve the study in the future.https://joiv.org/index.php/joiv/article/view/1001instructional interventionintervention strategye-learning, gamificationinformation science. |
spellingShingle | Noor Zuraidin Mohd Safar Hazalila Kamaludin Masitah Ahmad Muhammad Hanif Jofri Norfaradilla Wahid Taufik Gusman Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement JOIV: International Journal on Informatics Visualization instructional intervention intervention strategy e-learning, gamification information science. |
title | Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement |
title_full | Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement |
title_fullStr | Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement |
title_full_unstemmed | Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement |
title_short | Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement |
title_sort | intervention strategies through interactive gamification e learning web based application to increase computing course achievement |
topic | instructional intervention intervention strategy e-learning, gamification information science. |
url | https://joiv.org/index.php/joiv/article/view/1001 |
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