Examining the Practicality of Mobile-Based Gamification Assessment in Electrical Machine Course: A Study in Industrial Electrical Engineering
DOI:
https://doi.org/10.37385/jaets.v5i1.2803Keywords:
Mobile-Based Gamification Assessment, Practicality Analysis, Industrial Electrical Engineering, Electrical Machine CourseAbstract
Mobile-based gamification learning is increasingly popular for enhancing student interest and motivation in the learning process, including its application in evaluating learning outcomes. However, the practicality of its use, from the perspective of students as users, needs further evaluation. This study aims to assess the practicality of mobile-based gamification assessment (M-BGA) in evaluating student learning outcomes in the Electrical Machine Course (EMC). M-BGA was developed using Kahoot! application. A survey-based quantitative research design was employed, using the Practicality Assessment Instrument (PAI) as the data collection tool. The practicality of M-BGA was evaluated based on student assessments after its implementation in an EMC. This research involved 83 second-year students from the Industrial Electrical Engineering Study Program, Faculty of Engineering, Universitas Negeri Padang, Indonesia. The results indicate a high level of practicality in several aspects. The Ease of Use aspect scored 92.23% (highly practical), the Reliability aspect scored 89.82% (highly practical), the Student Engagement aspect scored 88.55% (highly practical), and the Learning Impact aspect scored 90.19% (highly useful). Overall, based on student responses, the M-BGA proved to be highly practical in evaluating student learning outcomes in the EMC. M-BGA can serve as an alternative approach for assessing student learning outcomes with an innovative approach.
Downloads
References
Aguiar-Castillo, L., Hernández-López, L., De Saá-Pérez, P., & Pérez-Jiménez, R. (2020). Gamification as a motivation strategy for higher education students in tourism face-to-face learning. Journal of Hospitality, Leisure, Sport & Tourism Education, 27, 100267. https://doi.org/10.1016/J.JHLSTE.2020.100267
Behl, A., Jayawardena, N., Pereira, V., Islam, N., Giudice, M. Del, & Choudrie, J. (2022). Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda. Technological Forecasting and Social Change, 176, 121445. https://doi.org/10.1016/J.TECHFORE.2021.121445
Bucchiarone, A. (2022). Gamification and Virtual Reality for Digital Twins Learning and Training: Architecture and Challenges. Virtual Reality & Intelligent Hardware, 4(6), 471–486. https://doi.org/10.1016/J.VRIH.2022.08.001
Candra, O., Dewi, C., Yanto, D. T. P., & Hastuti, H. (2020). The Implementation of Power Electronics Training to Enhance Student Learning Activities in the Power Electronics Learning Process. International Journal of Innovation, Creativity and Change, 11(4), 362–373. https://www.ijicc.net/index.php/ijicc-editions/2020/155-vol-11-iss-4
Candra, O., Novaliendry, D., Jaya, P., Huda, Y., & Nashir, I. M. (2022). Learning Flexibility and Innovation in the Post-Covid-19 Pandemic Era. Journal of Higher Education Theory and Practice, 22(8), 37.
Candra, O., Putra, A., Islami, S., Yanto, D. T. P., Revina, R., & Yolanda, R. (2023). Work Willingness of VHS Students at Post-Industrial Placement. TEM Journal, 12(1), 265–274. https://doi.org/https://doi.org/10.18421/TEM121-33
Chamorro-Atalaya, O., Morales-Romero, G., Trinidad-Loli, N., Caycho-Salas, B., Guía-Altamirano, T., Auqui-Ramos, E., Rocca-Carvajal, Y., Arones, M., Arévalo-Tuesta, J. A., & Gonzales-Huaytahuilca, R. (2023). Gamification in Engineering Education during COVID-19: A Systematic Review on Design Considerations and Success Factors in its Implementation. International Journal of Learning, Teaching and Educational Research, 22(6), 301–327. https://doi.org/10.26803/ijlter.22.6.17
Chan, E. C., Wallace, K., Yang, E. H., Roper, L., Aryal, G., Lodhi, R. J., Isenberg, R., Carnes, P., Baskys, A., Green, B., & Aitchison, K. J. (2022). The feasibility and acceptability of mobile application-based assessment of suicidality using self-report components of a novel tool, the Suicide Ideation and Behavior Assessment Tool (SIBAT). Psychiatry Research, 307, 114316. https://doi.org/10.1016/J.PSYCHRES.2021.114316
Dapica, R., Hernández, A., & Peinado, F. (2022). Who trains the trainers? Gamification of flight instructor learning in evidence-based training scenarios. Entertainment Computing, 43, 100510. https://doi.org/10.1016/J.ENTCOM.2022.100510
Dash, G., & Paul, J. (2021). CB-SEM vs PLS-SEM methods for research in social sciences and technology forecasting. Technological Forecasting and Social Change, 173, 121092. https://doi.org/https://doi.org/10.1016/J.TECHFORE.2021.121092
de la Peña, D., Lizcano, D., & Martínez-Álvarez, I. (2021). Learning through play: Gamification model in university-level distance learning. Entertainment Computing, 39, 100430. https://doi.org/10.1016/J.ENTCOM.2021.100430
Díaz-Ramírez, J. (2020). Gamification in engineering education – An empirical assessment on learning and game performance. Heliyon, 6(9), e04972. https://doi.org/10.1016/J.HELIYON.2020.E04972
Hair, J., & Alamer, A. (2022). Partial Least Squares Structural Equation Modeling (PLS-SEM) in second language and education research: Guidelines using an applied example. Research Methods in Applied Linguistics, 1(3), 100027. https://doi.org/https://doi.org/10.1016/J.RMAL.2022.100027
Hartanto, S., Huda, A., Wulansari, R. E., Mubai, A., Firdaus, & Shalehoddin. (2022). The Design of Android-Based Interactive Lean Manufacturing Application to Increase Students’ Work Skill in Vocational High School: The Development and Validity. International Journal of Interactive Mobile Technologies (IJIM), 16(13), 130–139. https://doi.org/10.3991/IJIM.V16I13.30595
Huda, A., Azhar, N., Almasri, Anshari, K., & Hartanto, S. (2020). Practicality and Effectiveness Test of Graphic Design Learning Media Based on Android. International Journal of Interactive Mobile Technologies (IJIM), 14(04), 192–203. https://doi.org/10.3991/IJIM.V14I04.12737
Joshi, R., Joseph, A., Mihandoust, S., Madathil, K. C., & Cotten, S. R. (2022). A mobile application-based home assessment tool for patients undergoing joint replacement surgery: A qualitative feasibility study. Applied Ergonomics, 103, 103796. https://doi.org/10.1016/J.APERGO.2022.103796
Kamaghe, J., Luhanga, E., & Kisangiri, M. (2020). The Challenges of Adopting M-Learning Assistive Technologies for Visually Impaired Learners in Higher Learning Institution in Tanzania. International Journal of Emerging Technologies in Learning (IJET), 15(01), 140–151. https://doi.org/10.3991/IJET.V15I01.11453
Kareem, F. A., & Michael, P. A. (2022). An investigation on applications of additive manufacturing of electrical machines. Materials Today: Proceedings, 58, 86–90. https://doi.org/10.1016/J.MATPR.2021.12.590
Novaliendry, D., Saltriadi, K. S., Mahyuddin, N., Sriwahyuni, T., & Ardi, N. (2022). Development of Interactive Media Based on Augmented Reality for Early Childhood Learning Around the Home. International Journal of Interactive Mobile Technologies, 16(24), 4–20. https://doi.org/10.3991/ijim.v16i24.34501
Omotosho, A., Tyoden, T., Ayegba, P., & Ayoola, J. (2019). A Gamified Approach to Improving Student’s Participation in Farm Practice – A Case Study of Landmark University. International Journal of Interactive Mobile Technologies (IJIM), 13(05), 94–109. https://doi.org/10.3991/IJIM.V13I05.9404
Palaniappan, K., & Noor, N. M. (2022). Gamification Strategy to Support Self-Directed Learning in an Online Learning Environment. International Journal of Emerging Technologies in Learning (IJET), 17(03), 104–116. https://doi.org/10.3991/IJET.V17I03.27489
Pensabe-Rodriguez, A., Lopez-Dominguez, E., Hernandez-Velazquez, Y., Dominguez-Isidro, S., & De-la-Calleja, J. (2020). Context-aware mobile learning system: Usability assessment based on a field study. Telematics and Informatics, 48, 101346. https://doi.org/10.1016/J.TELE.2020.101346
Petrovych, O., Zavalniuk, I., Bohatko, V., Poliarush, N., & Petrovych, S. (2023). Motivational Readiness of Future Teachers-Philologists to Use the Gamification with Elements of Augmented Reality in Education. International Journal of Emerging Technologies in Learning (IJET), 18(03), 4–21. https://doi.org/10.3991/IJET.V18I03.36017
Prott, D., & Ebner, M. (2020). The Use of Gamification in Gastronomic Questionnaires. International Journal of Interactive Mobile Technologies (IJIM), 14(02), 101–118. https://doi.org/10.3991/IJIM.V14I02.11695
Sajin?i?, N., Sandak, A., & Isteni?, A. (2022). Pre-Service and In-Service Teachers’ Views on Gamification. International Journal of Emerging Technologies in Learning (IJET), 17(03), 83–103. https://doi.org/10.3991/IJET.V17I03.26761
Sanchez, D. R., Langer, M., & Kaur, R. (2020). Gamification in the classroom: Examining the impact of gamified quizzes on student learning. Computers & Education, 144, 103666. https://doi.org/10.1016/J.COMPEDU.2019.103666
Selema, A., Beretta, M., Van Coppenolle, M., Tiismus, H., Kallaste, A., Ibrahim, M. N., Rombouts, M., Vleugels, J., Kestens, L. A. I., & Sergeant, P. (2023). Evaluation of 3D-Printed Magnetic Materials For Additively-Manufactured Electrical Machines. Journal of Magnetism and Magnetic Materials, 569, 170426. https://doi.org/10.1016/J.JMMM.2023.170426
Tiismus, H., Kallaste, A., Vaimann, T., & Rassõlkin, A. (2022). State of the art of additively manufactured electromagnetic materials for topology optimized electrical machines. Additive Manufacturing, 55, 102778. https://doi.org/10.1016/J.ADDMA.2022.102778
Vankúš, P. (2023). Game-Based Learning and Gamification Technologies in the Preparation of Future Mathematics Teachers. International Journal of Interactive Mobile Technologies (IJIM), 17(11), 53–67. https://doi.org/10.3991/IJIM.V17I11.39227
Waskito, W., Ema Wulansari, R., Syahri, B., Erizon, N., Yufrizal, Y., & Tze Kiong, T. (n.d.). Countenance Evaluation of Virtual Reality (VR) Implementation In Machining Technology Courses. In Journal of Applied Engineering and Technological Science (Vol. 4, Issue 2).
Wirani, Y., Nabarian, T., & Romadhon, M. S. (2022). Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students. Procedia Computer Science, 197, 545–556. https://doi.org/10.1016/J.PROCS.2021.12.172
Wrobel, R. (2022). A technology overview of thermal management of integrated motor drives – Electrical Machines. Thermal Science and Engineering Progress, 29, 101222. https://doi.org/10.1016/J.TSEP.2022.101222
Yanto, D. T. P., Ganefri, Hastuti, Candra, O., Kabatiah, M., Andrian, & Zaswita, H. (2023). The Affecting Factors of Students’ Attitudes Toward the Use of a Virtual Laboratory: A Study in Industrial Electrical Engineering. International Journal of Online and Biomedical Engineering (IJOE), 19(13), 4–16. https://doi.org/10.3991/ijoe.v19i13.41219
Yanto, D. T. P., Sukardi, Kabatiah, M., Zaswita, H., & Candra, O. (2023). Analysis of Factors Affecting Vocational Students’ Intentions to Use a Virtual Laboratory Based on the Technology Acceptance Model. International Journal of Interactive Mobile Technologies, 17(12), 94–111. https://doi.org/10.3991/ijim.v17i12.38627
Yanto, D. T. P., Zaswita, H., Kabatiah, M., Sukardi, S., & Ambiyar, A. (2023). Validity Test Analysis of Virtual Laboratory-Based Job Sheet for Power Electronics Course. International Journal of Information and Education Technology, 13(9), 1469–1477. https://doi.org/10.18178/ijiet.2023.13.9.1951
Zainuddin, Z., Chu, S. K. W., Shujahat, M., & Perera, C. J. (2020). The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, 30, 100326. https://doi.org/10.1016/J.EDUREV.2020.100326
Zhao, G., Sun, L., Niu, N., Wang, X., & Xing, Z. (2023). Analysis of vibration characteristics of stators of electrical machines under actual boundary. Mechanical Systems and Signal Processing, 185, 109778. https://doi.org/10.1016/J.YMSSP.2022.109778
Zulfahmi, A. A., Sadikin, R., & Hermaliani, E. H. (n.d.). Hybrid Between Pieces Framework and Technology Acceptance Model (TAM) In Quality Testing of Mobile Application Office Automation System (KEMENKEU). In Journal of Applied Engineering and Technological Science (Vol. 4, Issue 1)