NgodingSeru.com: an adaptive e-learning system with gamification to enhance programming problem-solving skills for vocational high school students

This study investigates the integration of adaptive e-learning and gamification through a platform called NgodingSeru.com to improve problem-solving skills in programming among vocational high school students. The adaptive system offers personalized learning by adjusting task difficulty to student’s proficiency levels, while gamification elements such as missions, points, rankings, and rewards aim to sustain student engagement. A mixed-methods design was applied using an explanatory sequential approach, combining quantitative and qualitative data. Quantitative findings show a statistically significant improvement in student’s problem-solving performance, with average scores increasing from 61.7 to 74.2—an improvement of approximately 20.2%. The effect size was large, with a Cohen’s d of 0.90, indicating a substantial practical impact of the adaptive gamification-based e-learning system. The qualitative phase revealed that students perceived the system as motivating, enjoyable, and supportive of their learning needs. Key gamification features and adaptive feedback mechanisms contributed significantly to student’s engagement and persistence in completing programming challenges. In particular, case-based challenges and logic-based problems effectively strengthen student’s analytical thinking and the application of programming concepts. These results highlight the effectiveness of integrating adaptive and gamified learning environments in fostering essential problem-solving skills in programming education.

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Publication Details

Journal
Discover Education
Published
2025-06-06
DOI
https://doi.org/10.1007/s44217-025-00581-9
Citations
4
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
13.78

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article

NgodingSeru.com: an adaptive e-learning system with gamification to enhance programming problem-solving skills for vocational high school students

Bintang Wicaksono, Dwi Maryono, Nurcahya Pradana Taufik Prakisya, Sajidan et al.
4 citations
Discover Education
Educational Games and Gamification
13.78
article

NgodingSeru.com: an adaptive e-learning system with gamification to enhance programming problem-solving skills for vocational high school students

Bintang Wicaksono, Dwi Maryono, Nurcahya Pradana Taufik Prakisya, Sajidan, Sarwanto, Muhammad Akhyar
article en
4 citations

Abstract

This study investigates the integration of adaptive e-learning and gamification through a platform called NgodingSeru.com to improve problem-solving skills in programming among vocational high school students. The adaptive system offers personalized learning by adjusting task difficulty to student’s proficiency levels, while gamification elements such as missions, points, rankings, and rewards aim to sustain student engagement. A mixed-methods design was applied using an explanatory sequential approach, combining quantitative and qualitative data. Quantitative findings show a statistically significant improvement in student’s problem-solving performance, with average scores increasing from 61.7 to 74.2—an improvement of approximately 20.2%. The effect size was large, with a Cohen’s d of 0.90, indicating a substantial practical impact of the adaptive gamification-based e-learning system. The qualitative phase revealed that students perceived the system as motivating, enjoyable, and supportive of their learning needs. Key gamification features and adaptive feedback mechanisms contributed significantly to student’s engagement and persistence in completing programming challenges. In particular, case-based challenges and logic-based problems effectively strengthen student’s analytical thinking and the application of programming concepts. These results highlight the effectiveness of integrating adaptive and gamified learning environments in fostering essential problem-solving skills in programming education.

Discover EducationVol. 4(1)
Sebelas Maret University (ID)
Universitas Sebelas Maret
Quality Education
Openalex Percentile: Top 1%
Educational Games and Gamification
13.78
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