Development of Gamification-Based Web Programming Educational Website with Peer Review to Increase Student Learning Motivation

Web programming is a crucial subject for class XI RPL students at SMKN 12 Malang, but many struggle due to a lack of engaging teaching materials, leading to low motivation. To address this, the study develops a gamification-based web programming teaching website with peer review features. The research uses the R&D method and the Design Thinking model, which includes five stages: empathy, definition, ideation, prototyping, and testing. The study involves Material and Media Experts for product validation and students for trials and deployment. The goal of this study's output is instructional media for Web Programming that is useful and accessible to students at any time and location. By utilizing gamification and peer review, this website is anticipated to boost students' motivation to learn and encourage collaboration amongst peers as they work through the material. Results of the feasibility validation process include: (1) media expert validation an 88.18% percentage in the good category and (2) material validation an 89.92% percentage in the very good category. Twenty-five students from class XI RPL SMKN 12 Malang have implemented media use. (3) A percentage of 84.67% with good criteria was shown by the user trial findings. (4) The student learning motivation test's findings revealed a very high criterion percentage of 82.69%. This demonstrates how the use of gamification can increase students' motivation to learn. Students, material experts, and media specialists have evaluated the viability of the gamification-based learning resources. As a result, the media is considered practicable and appropriate for use as a learning support medium in the Web Programming courses of Vocational High Schools..

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Publication Details

Published
2024-11-22
DOI
https://doi.org/10.1109/iceecit63698.2024.10859724
Citations
2
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
1.56
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article

Development of Gamification-Based Web Programming Educational Website with Peer Review to Increase Student Learning Motivation

Azhar Ahmad Smaragdina, Esa Pramudheva Maydi Syahri, Triyanna Widyaningtyas
2 citations
Educational Methods and Media Use
1.56
article

Development of Gamification-Based Web Programming Educational Website with Peer Review to Increase Student Learning Motivation

Azhar Ahmad Smaragdina, Esa Pramudheva Maydi Syahri, Triyanna Widyaningtyas
article en
2 citations

Abstract

Web programming is a crucial subject for class XI RPL students at SMKN 12 Malang, but many struggle due to a lack of engaging teaching materials, leading to low motivation. To address this, the study develops a gamification-based web programming teaching website with peer review features. The research uses the R&D method and the Design Thinking model, which includes five stages: empathy, definition, ideation, prototyping, and testing. The study involves Material and Media Experts for product validation and students for trials and deployment. The goal of this study's output is instructional media for Web Programming that is useful and accessible to students at any time and location. By utilizing gamification and peer review, this website is anticipated to boost students' motivation to learn and encourage collaboration amongst peers as they work through the material. Results of the feasibility validation process include: (1) media expert validation an 88.18% percentage in the good category and (2) material validation an 89.92% percentage in the very good category. Twenty-five students from class XI RPL SMKN 12 Malang have implemented media use. (3) A percentage of 84.67% with good criteria was shown by the user trial findings. (4) The student learning motivation test's findings revealed a very high criterion percentage of 82.69%. This demonstrates how the use of gamification can increase students' motivation to learn. Students, material experts, and media specialists have evaluated the viability of the gamification-based learning resources. As a result, the media is considered practicable and appropriate for use as a learning support medium in the Web Programming courses of Vocational High Schools..

State University of Malang (ID)
Openalex Percentile: Top 11%
Educational Methods and Media Use
1.56
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