Gamification-Based E-learning Design for Vocational Software Engineering Subjects

W. Hidayat, H. Elmunsyah, Luluk Iwanatul Bariroh, T. A. Sutikno
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Abstract

The decrease in learning motivation significantly impacts students’ understanding and learning outcomes. This study aims to develop gamification-based e-learning for vocational high school students and describe the feasibility level of e-learning. The implementation of gamification aims to increase student involvement, motivation, and learning experience. This development research adapts the SAM (Successive Approximation Model) 1 development model through three iterative stages: evaluate, design, and develop. Evaluation is carried out through the stages of alpha testing by experts and beta testing by users. Results of alpha testing are: (1) Material expert validation is very valid with a percentage of 89.06%. (2) Media experts’ validation is very valid, with a percentage of 92.26%. Beta testing attended by 45 VHS students resulted in 81.3% with very valid criteria. The learning motivation test resulted in 81.04% with very high motivation criteria, which showed the effect of gamification implementation in fostering student learning motivation. Media experts, material experts, and students have tested E-learning for feasibility. Therefore, e-learning products are feasible and can be used as a medium to support learning in database subjects at VHS.
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基于游戏化的职业软件工程专业电子学习设计
学习动机的降低显著影响学生的理解和学习成果。本研究旨在开发基于游戏化的职业高中学生电子学习,并描述其可行性水平。游戏化的实施旨在提高学生的参与度、积极性和学习经验。本开发研究采用了SAM(连续逼近模型)1开发模型,通过三个迭代阶段:评估、设计和开发。评估是通过专家的alpha测试和用户的beta测试进行的。alpha检验的结果是:(1)材料专家验证非常有效,验证率为89.06%。(2)媒体专家的验证非常有效,比例为92.26%。45名VHS学生参加的Beta测试结果为81.3%,标准非常有效。学习动机测试的得分为81.04%,动机标准非常高,显示了游戏化实施在培养学生学习动机方面的效果。媒体专家、材料专家和学生都对电子学习的可行性进行了测试。因此,电子学习产品是可行的,可以作为支持VHS数据库学科学习的媒介。
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