Article Gold Open Access 2022

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

International Journal of Advanced Computer Science and Applications
Journal · Vol. 13 · Issue 9 · pp. 173-180
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 © 2022, International Journal of Advanced Computer Science and Applications.All Rights Reserved.

Keywords

Author Keywords

Gamification Technical and Vocational Education and Training (TVET) Flipped Classroom Engagement mobile application

Index Keywords

E-learning Learning systems Curricula Apprentices Education computing Students student engagement Multimedia systems Experimental groups Interactive computer systems Flipped classroom Technical and vocational education and trainings Gamification Blended learning Learning Activity Engagement Mobile applications Mobile computing Technical and vocational education and training
Author Affiliations
Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia, Bangi, Selangor, Malaysia
Funding & Acknowledgements
No funding information
References 10 References
1 East African Sch J Edu Humanit Lit, (2021)
2 South African Journal of Higher Education, (2021)
3 Mohamad, M. M., Implementation of Self-Directed Learning in Enhancing Skills Dedicated to the Community College Teaching Staff, Journal of Physics: Conference Series, 1793, 1, (2021)
4 Jayalath, Janaka, Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training, Technology, Knowledge and Learning, 27, 1, pp. 91-118, (2022)
5 Vocat Tech Educ J Votej, (2020)
6 Online J Tvet Pract, (2018)
7 Turkish Journal of Computer and Mathematics Education, (2021)
8 Implementation of Gamification from Blended Learning Based on the Flex Model and Efficacy of this Program on Students an Experiences from Iran an Quasi Experimental Study, (2019)
9 Nortvig, Anne Mette, A literature review of the factors influencing e-learning and blended learning in relation to learning outcome, student satisfaction and engagement, Electronic Journal of e-Learning, 16, 1, pp. 45-55, (2018)
10 Alsawaier, Raed S., The effect of gamification on motivation and engagement, International Journal of Information and Learning Technology, 35, 1, pp. 56-79, (2018)
Quick Actions
Full Text via DOI
Citation Metrics
12
Times Cited (Scopus)

References 10
Document Identifiers