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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Published in:International Journal on Informatics Visualization
Main Author: Safar N.Z.M.; Kamaludin H.; Ahmad M.; Jofri M.H.; Wahid N.; Gusman T.
Format: Article
Language:English
Published: Politeknik Negeri Padang 2022
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85133695497&doi=10.30630%2fjoiv.6.2.1001&partnerID=40&md5=19b6663c669078ac117c944d0d4bf750
id 2-s2.0-85133695497
spelling 2-s2.0-85133695497
Safar N.Z.M.; Kamaludin H.; Ahmad M.; Jofri M.H.; Wahid N.; Gusman T.
Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement
2022
International Journal on Informatics Visualization
6
2
10.30630/joiv.6.2.1001
https://www.scopus.com/inward/record.uri?eid=2-s2.0-85133695497&doi=10.30630%2fjoiv.6.2.1001&partnerID=40&md5=19b6663c669078ac117c944d0d4bf750
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. © 2022, Politeknik Negeri Padang. All rights reserved.
Politeknik Negeri Padang
25499904
English
Article

author Safar N.Z.M.; Kamaludin H.; Ahmad M.; Jofri M.H.; Wahid N.; Gusman T.
spellingShingle Safar N.Z.M.; Kamaludin H.; Ahmad M.; Jofri M.H.; Wahid N.; Gusman T.
Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement
author_facet Safar N.Z.M.; Kamaludin H.; Ahmad M.; Jofri M.H.; Wahid N.; Gusman T.
author_sort Safar N.Z.M.; Kamaludin H.; Ahmad M.; Jofri M.H.; Wahid N.; Gusman T.
title 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_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_sort Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement
publishDate 2022
container_title International Journal on Informatics Visualization
container_volume 6
container_issue 2
doi_str_mv 10.30630/joiv.6.2.1001
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85133695497&doi=10.30630%2fjoiv.6.2.1001&partnerID=40&md5=19b6663c669078ac117c944d0d4bf750
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. © 2022, Politeknik Negeri Padang. All rights reserved.
publisher Politeknik Negeri Padang
issn 25499904
language English
format Article
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