W. Hidayat, H. Elmunsyah, Luluk Iwanatul Bariroh, T. A. Sutikno
{"title":"基于游戏化的职业软件工程专业电子学习设计","authors":"W. Hidayat, H. Elmunsyah, Luluk Iwanatul Bariroh, T. A. Sutikno","doi":"10.1109/ICITEE56407.2022.9954090","DOIUrl":null,"url":null,"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.","PeriodicalId":246279,"journal":{"name":"2022 14th International Conference on Information Technology and Electrical Engineering (ICITEE)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-10-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gamification-Based E-learning Design for Vocational Software Engineering Subjects\",\"authors\":\"W. Hidayat, H. Elmunsyah, Luluk Iwanatul Bariroh, T. A. Sutikno\",\"doi\":\"10.1109/ICITEE56407.2022.9954090\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":246279,\"journal\":{\"name\":\"2022 14th International Conference on Information Technology and Electrical Engineering (ICITEE)\",\"volume\":\"13 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-10-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 14th International Conference on Information Technology and Electrical Engineering (ICITEE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICITEE56407.2022.9954090\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 14th International Conference on Information Technology and Electrical Engineering (ICITEE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICITEE56407.2022.9954090","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gamification-Based E-learning Design for Vocational Software Engineering Subjects
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.