Enhancing Motivation and Achievement through Gamified Learning in Vocational Electropneumatic Education

This study investigates the influence of gamified learning using Quizizz on students’ motivation and academic achievement in Electropneumatic Control Systems at a vocational high school. The research was conducted in response to low student motivation and academic performance in complex technical subjects. A quasi-experimental design with a non-equivalent pretest-posttest control group was employed. The experimental group (n = 25) received gamified instruction via Quizizz, while the control group (n = 24) was taught using conventional methods. Data were collected using a validated motivation questionnaire (34 items) and a learning outcome test (38 items). Gain scores (posttest minus pretest) were analyzed using Independent Samples t-Test. Results revealed that the experimental group had significantly higher motivation scores (t = 4.396, p < 0.05) and better academic achievement (t = 3.275, p < 0.05) compared to the control group. These findings suggest that incorporating gamification strategies into technical instruction can effectively enhance both student motivation and academic outcomes.

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Publication Details

Journal
Jurnal Penelitian Pendidikan IPA
Published
2025-08-25
DOI
https://doi.org/10.29303/jppipa.v11i8.12234
Primary Topic
Education and Vocational Training
Type
article
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article

Enhancing Motivation and Achievement through Gamified Learning in Vocational Electropneumatic Education

Asrul Huda, Elvina Elvina, Fahmi Rizal, Fadhilah Fadhilah
Jurnal Penelitian Pendidikan IPA
Education and Vocational Training
article

Enhancing Motivation and Achievement through Gamified Learning in Vocational Electropneumatic Education

Asrul Huda, Elvina Elvina, Fahmi Rizal, Fadhilah Fadhilah
article en

Abstract

This study investigates the influence of gamified learning using Quizizz on students’ motivation and academic achievement in Electropneumatic Control Systems at a vocational high school. The research was conducted in response to low student motivation and academic performance in complex technical subjects. A quasi-experimental design with a non-equivalent pretest-posttest control group was employed. The experimental group (n = 25) received gamified instruction via Quizizz, while the control group (n = 24) was taught using conventional methods. Data were collected using a validated motivation questionnaire (34 items) and a learning outcome test (38 items). Gain scores (posttest minus pretest) were analyzed using Independent Samples t-Test. Results revealed that the experimental group had significantly higher motivation scores (t = 4.396, p < 0.05) and better academic achievement (t = 3.275, p < 0.05) compared to the control group. These findings suggest that incorporating gamification strategies into technical instruction can effectively enhance both student motivation and academic outcomes.

Jurnal Penelitian Pendidikan IPAVol. 11(8)
State University of Padang (ID)
Openalex Percentile: Top 70%
Education and Vocational Training
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