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Research Article | Open Access |

The Effectiveness of Gamification for Students' Engagement in Technical and Vocational Education and Training

Author 1: Laily Abu Samah Author 2: Amirah Ismail Author 3: Mohammad Kamrul Hasan
International Journal of Advanced Computer Science and Applications (IJACSA) · Vol. 13, No. 9 · Published 2022 · Cited by 20

DOI: https://doi.org/10.14569/IJACSA.2022.0130920

Abstract

The transformation of Technical and Vocational Education and Training (TVET) prioritizes by the national education convention to meet the needs of the industry through improving student skills and the quality of related systems. One of the transformations is practicing blended learning, such as a flipped classroom, to produce better quality student learning outcomes. However, based on previous studies, there are difficulties in maintaining student engagement during learning activities, even though blended learning offers some advantages. Therefore, this study suggests the development of a mobile application using gamification as a solution to enhance student participation. This paper proposes the design and development research (DDR) approach with the adaptation of the ADDIE model to build a learning content prototype. It involves five phases: analysis, design, development, implementation, and evaluation. The study participants consisted of two groups of students in the 1st semester of the Interactive Multimedia course from two different TVET institutions who were cleft into a control group and an experimental group. The experimental group is gamified, whereas the control group is not. The study evaluation uses two instruments: a test to compare students' understanding of both groups and an activity log to track the experimental group's use of the prototype. According to the findings, gamification during learning activities can increase student engagement by boosting performance through a more significant pre-and post-test mean score difference and creating a positive learning experience. Additionally, mobile applications with the gamification concept can be employed extensively in various TVET courses to encourage student learning performance.

Keywords

How to Cite this Article

Samah, L. A., Ismail, A., & Hasan, M. K. (2022). The Effectiveness of Gamification for Students' Engagement in Technical and Vocational Education and Training. International Journal of Advanced Computer Science and Applications, 13(9). https://doi.org/10.14569/IJACSA.2022.0130920

Samah, Laily Abu, et al.. "The Effectiveness of Gamification for Students' Engagement in Technical and Vocational Education and Training." International Journal of Advanced Computer Science and Applications, vol. 13, no. 9, 2022, https://doi.org/10.14569/IJACSA.2022.0130920.

@article{Samah2022,
  title     = {The Effectiveness of Gamification for Students' Engagement in Technical and Vocational Education and Training},
  journal   = {International Journal of Advanced Computer Science and Applications},
  volume    = {13},
  number    = {9},
  year      = {2022},
  publisher = {The Science and Information Organization},
  author    = {Laily Abu Samah and Amirah Ismail and Mohammad Kamrul Hasan},
  doi       = {10.14569/IJACSA.2022.0130920},
  url       = {https://doi.org/10.14569/IJACSA.2022.0130920}
}

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