Innovative gamification strategies to improve student learning outcomes in vocational high schools

The purpose of this research is to develop gamification-based learning media operated through the Android platform and test its effectiveness on student learning outcomes. The research method used is the ADDIE model, which involves five stages: Analysis, Design, Development, Implementation, and Eval...

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Main Authors: Muhammad Iqbal Faza, Ranu Iskandar, Rizqi Fitri Naryanto
Format: Article
Language:Indonesian
Published: Indonesian Institute for Counseling, Education and Therapy (IICET) 2024-09-01
Series:Jurnal Educatio: Jurnal Pendidikan Indonesia
Subjects:
Online Access:https://jurnal.iicet.org/index.php/j-edu/article/view/4639
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author Muhammad Iqbal Faza
Ranu Iskandar
Rizqi Fitri Naryanto
author_facet Muhammad Iqbal Faza
Ranu Iskandar
Rizqi Fitri Naryanto
author_sort Muhammad Iqbal Faza
collection DOAJ
description The purpose of this research is to develop gamification-based learning media operated through the Android platform and test its effectiveness on student learning outcomes. The research method used is the ADDIE model, which involves five stages: Analysis, Design, Development, Implementation, and Evaluation. This means that researchers conduct analysis, researchers make designs for learning media so that students are not bored while learning, researchers develop media that are more interesting than previous research, researchers implement by making learning media, and evaluate to develop further research. Validation of this gamification learning media was carried out by linguists, material experts, and media experts. The trial was conducted on students of class XI TKR 1 and 2 at Mataram Semarang Vocational High School, with a total of 61 students. The data analysis of this research was conducted using a t-test. The results of this study showed that: (1) The validation results from linguists amounted to 95%, material experts amounted to 90.5%, and media experts amounted to 87.2%, meaning that the gamification learning media developed proved to be very feasible to use in learning so that students are not saturated and bored. (2) The average pre-test score was 65.44, and after learning using the gamification application, the average score was 79.56, with an increase of 14.12, and the t-test results showed a p-value of 0.00 <0.05, which means that gamification learning media has a significant impact on improving learning outcomes and increasing student interest in learning. (3) The use of gamification learning media as learning media is very good for students, as it allows students to be more independent in learning and not only rely on explanations from teachers.
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institution Kabale University
issn 2476-9886
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language Indonesian
publishDate 2024-09-01
publisher Indonesian Institute for Counseling, Education and Therapy (IICET)
record_format Article
series Jurnal Educatio: Jurnal Pendidikan Indonesia
spelling doaj-art-9ede778b506041c497a9bc3ead2f87752025-01-28T02:16:50ZindIndonesian Institute for Counseling, Education and Therapy (IICET)Jurnal Educatio: Jurnal Pendidikan Indonesia2476-98862477-03022024-09-0110182983810.29210/12024246392215Innovative gamification strategies to improve student learning outcomes in vocational high schoolsMuhammad Iqbal Faza0Ranu Iskandar1Rizqi Fitri Naryanto2Automotive Engineering Education, Faculty of Engineering, Universitas Negeri SemarangAutomotive Engineering Education, Faculty of Engineering, Universitas Negeri SemarangAutomotive Engineering Education, Faculty of Engineering, Universitas Negeri SemarangThe purpose of this research is to develop gamification-based learning media operated through the Android platform and test its effectiveness on student learning outcomes. The research method used is the ADDIE model, which involves five stages: Analysis, Design, Development, Implementation, and Evaluation. This means that researchers conduct analysis, researchers make designs for learning media so that students are not bored while learning, researchers develop media that are more interesting than previous research, researchers implement by making learning media, and evaluate to develop further research. Validation of this gamification learning media was carried out by linguists, material experts, and media experts. The trial was conducted on students of class XI TKR 1 and 2 at Mataram Semarang Vocational High School, with a total of 61 students. The data analysis of this research was conducted using a t-test. The results of this study showed that: (1) The validation results from linguists amounted to 95%, material experts amounted to 90.5%, and media experts amounted to 87.2%, meaning that the gamification learning media developed proved to be very feasible to use in learning so that students are not saturated and bored. (2) The average pre-test score was 65.44, and after learning using the gamification application, the average score was 79.56, with an increase of 14.12, and the t-test results showed a p-value of 0.00 <0.05, which means that gamification learning media has a significant impact on improving learning outcomes and increasing student interest in learning. (3) The use of gamification learning media as learning media is very good for students, as it allows students to be more independent in learning and not only rely on explanations from teachers.https://jurnal.iicet.org/index.php/j-edu/article/view/4639gamification, learning outcomes, learning media, wheels and tires
spellingShingle Muhammad Iqbal Faza
Ranu Iskandar
Rizqi Fitri Naryanto
Innovative gamification strategies to improve student learning outcomes in vocational high schools
Jurnal Educatio: Jurnal Pendidikan Indonesia
gamification, learning outcomes, learning media, wheels and tires
title Innovative gamification strategies to improve student learning outcomes in vocational high schools
title_full Innovative gamification strategies to improve student learning outcomes in vocational high schools
title_fullStr Innovative gamification strategies to improve student learning outcomes in vocational high schools
title_full_unstemmed Innovative gamification strategies to improve student learning outcomes in vocational high schools
title_short Innovative gamification strategies to improve student learning outcomes in vocational high schools
title_sort innovative gamification strategies to improve student learning outcomes in vocational high schools
topic gamification, learning outcomes, learning media, wheels and tires
url https://jurnal.iicet.org/index.php/j-edu/article/view/4639
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AT ranuiskandar innovativegamificationstrategiestoimprovestudentlearningoutcomesinvocationalhighschools
AT rizqifitrinaryanto innovativegamificationstrategiestoimprovestudentlearningoutcomesinvocationalhighschools