NUR, ROHMAH (2022) A Vocational School Cutting-Edge Learning Strategy: Examining Gamification Towards Student Engagement and Achievement. Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran, 8 (3). pp. 655-667. ISSN E-ISSN: 2442-7667
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Abstract
Abstract: The study aims to analyze the effect of gamification and student engagement on student achievement moderated by motivation. The research using quantitative approach to obtain data. The research instrument using likert scale questionnaire which distributed to student who already employ gamification. The study was conducted on vocational-based secondary school students in Central Java, involving 174 samples. The results showed that gamification and student engagement affected student achievement. Gamification affects student engagement, and motivation strengthens the effect of gamification and student engagement on student achievement. This study confirms that the gamification process in the learning process enhances the interaction between students. Research indicates that relevant gamification is implemented in vocational-based schools. Research demonstrates that motivational gamification has a critical role in increasing student achievement. Schools can adopt gamification methods to improve student learning abilities and achievement so that vocational schools acquire skilled students.
Item Type: | Article |
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Uncontrolled Keywords: | Key Words: Gamification; Student Engagement; Student Achievement; Student Motivation; CuttingEdge Learning Strategy. |
Subjects: | Repository Dosen > URL Dokumen |
Divisions: | TALK |
Depositing User: | Admin Admin Admin |
Date Deposited: | 21 Mar 2023 03:01 |
Last Modified: | 27 Apr 2023 03:50 |
URI: | http://repository.pip-semarang.ac.id/id/eprint/4676 |
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