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Gamification on Computer Science Course for Vocational Students
Roswina Dianawati (a*), Nyan Myau Lyau (a), Widiyanti (b)

a) Graduate School of Technological and Vocational Education, National Yunlin University of Science and Technology
Daxue Road 123 Sec. 3, Douliu, Yunlin, Taiwan 64002
*m10543014[at]gemail.yuntech.edu.tw
b) Department of Mechanical Engineering, State University of Malang
Semarang Road 5, Lowokwaru, Malang, Indonesia 65145


Abstract

Vocational high school students, particularly in engineering majors, are expected to have the prioritised skills to solve problems, think computationally, and use advanced technology. Computer science is a crucial course for vocational students which contains all Science, Technology, Engineering, and Mathematics (STEM) categories. However, some obstacles are discovered that vocational school students did not have adequate basic computational skills that is caused by obsolete learning system. Gamification is now increasingly being used as an important part of the learning system to involve and motivate students. This study is a developmental research which aims to develop an engaging computer game as a newfangled learning tool in computer science course to enhance students- intrinsic. The results of the feasibility assessment from experts indicate that the game categorised as good in 15 criteria; likewise, the students- responds show the game assessments- scoring as acceptable category. As a conclusion, this developed game is worthy to be played as a computer science learning tool and further improvement is expected.

Keywords: Gamification; Computer science; Vocational students

Topic: New Technologies in Education

Link: https://ifory.id/abstract/naXTADKEyW7F

Conference: The Third International Conference on Innovation in Engineering and Vocational Education (ICIEVE 2019)

Plain Format | Corresponding Author (Roswina Dianawati)

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