Implementation of the Gamification Concept Using KAHOOT! among TVET Students: An Observation

21st century way of learning is one of the transformations lauded by the Ministry of Education Malaysia in the Malaysian Education Blueprint (2013-2015) to equip students with communication skills, critical thinking and collaboration or recognized as Higher Order Thinkin...

Full description

Bibliographic Details
Published in:Journal of Physics: Conference Series
Main Author: Ismail M.E.; Sa'Adan N.; Samsudin M.A.; Hamzah N.; Razali N.; Mahazir I.I.
Format: Conference paper
Language:English
Published: Institute of Physics Publishing 2018
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85059419522&doi=10.1088%2f1742-6596%2f1140%2f1%2f012013&partnerID=40&md5=a3cbfb3e0786705a1c56b0e2a681ecbd
Description
Summary:21st century way of learning is one of the transformations lauded by the Ministry of Education Malaysia in the Malaysian Education Blueprint (2013-2015) to equip students with communication skills, critical thinking and collaboration or recognized as Higher Order Thinking Skills (HOTS). This 21 st century learning requires suitable teaching aids to achieve the learning objectives. The gamification approach in teaching and learning is considered as one of the new method that is capable in raising students' achievement. This study was conducted to identify students' attitudes, motivations and perceptions on early exposure to gamification through the Kahoot! usage. The population of the study involved 65 students of Machining Industry Programme at Sultan Haji Ahmad Shah Vocational College (KV SHAS). The sampling method used is a purposive sampling focusing on 20 students from third year students of Machining Industry Programme. Questionnaire was used in this study and the data were collected and analysed using Statistical Package for Social Science (SPSS) version 24.0. Based on the analysis, the Cronbach Alpha value of the instrument is 0.80 and shows that the reliability of the instrument is at a high level. The result of the study found that application of gamification concept using Kahoot! is well received in terms of attitude (M=2.88), motivation (M=2.89) and students' perception (M=2.92). This indicates that the gamification implementation concepts using the Kahoot platform! as a teaching aid is well accepted by the vocational college students. © Published under licence by IOP Publishing Ltd.
ISSN:17426588
DOI:10.1088/1742-6596/1140/1/012013