Gamification in work-based learning in vocational education to support students' coding abilities

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.

Authors

Institutions

Publication Details

Journal
Indonesian Journal of Electrical Engineering and Computer Science
Published
2024-11-29
DOI
https://doi.org/10.11591/ijeecs.v37.i2.pp1262-1273
Citations
4
Primary Topic
Education and Vocational Training
Type
article
Field-Weighted Citation Impact
8.38
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Gamification in work-based learning in vocational education to support students' coding abilities

Syaiful Islami, Nizwardi Jalinus, Mahesi Agni Zaus, Syahril Syahril et al.
4 citations
Indonesian Journal of Electrical Engineering and Computer Science
Education and Vocational Training
8.38
article

Gamification in work-based learning in vocational education to support students' coding abilities

Syaiful Islami, Nizwardi Jalinus, Mahesi Agni Zaus, Syahril Syahril, Ganefri Ganefri
article en
4 citations

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.

Indonesian Journal of Electrical Engineering and Computer ScienceVol. 37(2)
State University of Padang (ID)
Openalex Percentile: Top 2%
Education and Vocational Training
8.38
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Gamification in work-based learning in vocational education to support students' coding abilities — Syaiful Islami, Nizwardi Jalinus, et al. · Indonesian Journal of Electrical Engineering and Computer Science (2024) | TGRS Research Map | TGRS