Hazalila Kamaludin
Universiti Tun Hussein Onn Malaysia, Parit Raja, Batu Pahat, Johor, Malaysia

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Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement Noor Zuraidin Mohd Safar; Hazalila Kamaludin; Masitah Ahmad; Muhammad Hanif Jofri; Norfaradilla Wahid; Taufik Gusman
JOIV : International Journal on Informatics Visualization Vol 6, No 2 (2022)
Publisher : Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.2.1001

Abstract

This study aims to help students improve their knowledge capability based on their active participation through gamification. Gamification is one of the newer methods of education that has the potential to improve student learning. This research looked into gamification's efficacy in student engagement and learning retention during teaching and learning sessions for computer science or information technology courses. The assessment involved in this study is through Pre-Test and Post-Test through instructional intervention by adapting interactive Quizizz gamification e-learning web-based application. The flow of research works begins with a survey of the problem, pre-intervention analysis, and action was taken during the intervention, ending with the implementation and observation phase. The pre and post-analysis of test results and questionnaires were accomplished and discussed. Fifty-six respondents participate in this study. Results show that 87% of the respondents have increased their percentage of marks. In the pre-test result, 56% of the respondents achieved below the 55 marks, while in the post-test, it reduced to 14%. Adoption of other gamification applications, a larger target demographic, and the addition of computer science or information technology courses will help improve the study in the future.