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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Main Authors: Noor Zuraidin Mohd Safar, Hazalila Kamaludin, Masitah Ahmad, Muhammad Hanif Jofri, Norfaradilla Wahid, Taufik Gusman
Format: Article
Language:English
Published: Politeknik Negeri Padang 2022-06-01
Series:JOIV: International Journal on Informatics Visualization
Subjects:
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.
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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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