GAMERIK Simulation Model Improves Students’ Computer Assembly Skills

General Background: Practical technical learning such as computer assembly often faces challenges due to low student motivation and limited practice facilities. Specific Background: At SMAN 2 Garut, conventional methods have proven less effective in improving computer assembly skills. Knowledge Gap: Few gamification-based simulation learning models have been tested to significantly enhance technical skills. Aims: This study aims to develop and evaluate the effectiveness of the GAMERIK (Gamification of Computer Assembly) learning model using the PC Creator 2 simulation to improve Grade X students’ computer assembly skills. Results: Using an R&D approach with the ADDIE model, data were collected through observation, questionnaires, interviews, pretests, and posttests. A paired sample t-test showed a significant increase in students’ motivation, conceptual understanding, and assembly skills (p < 0.05). Novelty: The integration of PC Creator 2’s automated assessment algorithm within the gamification model provided immediate feedback, accelerating the learning process. Implications: GAMERIK offers an innovative solution for practice-based learning in schools with limited facilities and is relevant to the development of simulation- and gamification-based informatics learning media. Highlights: Enhances motivation and skills in technical learning. Uses simulation with automated assessment for feedback. Offers solutions for schools with limited practice facilities. Keywords: GAMERIK, Gamification, PC Creator 2, Computer Assembly Skills, Simulation

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Publication Details

Journal
Indonesian Journal of Innovation Studies
Published
2025-08-14
DOI
https://doi.org/10.21070/ijins.v26i4.1572
Primary Topic
Augmented Reality Applications
Type
article
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article

GAMERIK Simulation Model Improves Students’ Computer Assembly Skills

Adi Nuryadi, Asep Nurjamin, Galih Abdul Fatah Maulani, Dian Rahadian et al.
Indonesian Journal of Innovation Studies
Augmented Reality Applications
article

GAMERIK Simulation Model Improves Students’ Computer Assembly Skills

Adi Nuryadi, Asep Nurjamin, Galih Abdul Fatah Maulani, Dian Rahadian, Deni Darmawan, Jamilah Jamilah
article en

Abstract

General Background: Practical technical learning such as computer assembly often faces challenges due to low student motivation and limited practice facilities. Specific Background: At SMAN 2 Garut, conventional methods have proven less effective in improving computer assembly skills. Knowledge Gap: Few gamification-based simulation learning models have been tested to significantly enhance technical skills. Aims: This study aims to develop and evaluate the effectiveness of the GAMERIK (Gamification of Computer Assembly) learning model using the PC Creator 2 simulation to improve Grade X students’ computer assembly skills. Results: Using an R&D approach with the ADDIE model, data were collected through observation, questionnaires, interviews, pretests, and posttests. A paired sample t-test showed a significant increase in students’ motivation, conceptual understanding, and assembly skills (p < 0.05). Novelty: The integration of PC Creator 2’s automated assessment algorithm within the gamification model provided immediate feedback, accelerating the learning process. Implications: GAMERIK offers an innovative solution for practice-based learning in schools with limited facilities and is relevant to the development of simulation- and gamification-based informatics learning media. Highlights: Enhances motivation and skills in technical learning. Uses simulation with automated assessment for feedback. Offers solutions for schools with limited practice facilities. Keywords: GAMERIK, Gamification, PC Creator 2, Computer Assembly Skills, Simulation

Indonesian Journal of Innovation StudiesVol. 26(4)
Indonesia University of Education (ID)
Openalex Percentile: Top 75%
Augmented Reality Applications
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GAMERIK Simulation Model Improves Students’ Computer Assembly Skills — Adi Nuryadi, Asep Nurjamin, et al. · Indonesian Journal of Innovation Studies (2025) | TGRS Research Map | TGRS