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Journal : Indonesian Journal of Electrical Engineering and Computer Science

Gamification in work-based learning in vocational education to support students' coding abilities Jalinus, Nizwardi; Ganefri, Ganefri; Syahril, Syahril; Zaus, Mahesi Agni; Islami, Syaiful
Indonesian Journal of Electrical Engineering and Computer Science Vol 37, No 2: February 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v37.i2.pp1262-1273

Abstract

This article studied the integration of gamification in work-based learning within vocational education as a means to support students' coding abilities. By applying game mechanics such as points, badges, leaderboards, and challenges, we aimed to motivate and engage students in coding activities that mirror real-world industry practices. The inclusion of gamified elements into the curriculum was designed to make the learning process more interactive, fostering a competitive yet collaborative environment that enhances students' interest and perseverance in coding tasks. This research employed a quasi-experimental design with pre-test and post-test measures to assess the impact of gamification on coding proficiency, comparing the outcomes of students participating in gamified learning environments with those in traditional settings. The findings indicate a significant improvement in the coding skills of students exposed to gamified work-based learning, suggesting that gamification can serve as an effective pedagogical tool in vocational education, better preparing students for industry demands.