Gamification in Viat-Map Application to Improve Student's Experiences and the Relation with Their Performance

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Banni Satria Andoko, Vivin Ayu Lestari, Deasy Sandhya Elya Ikawati, Farid Angga Pribadi, Rabiatul Fitra Aulia, Tsukasa Hirashima

2024 2024 7th International Conference on Vocational Education and Electrical Engineering: Charting the Course of Artificial Technology in Sustainable Society, ICVEE 2024 Conference paper Cited by 0 Quartile

Abstract

Gamification refers to the application of game-design elements and principles in non-game contexts to enhance user engagement and motivation. By incorporating elements such as points, badges, levels, avatars, and leaderboards, gamification seeks to make learning experiences more interactive and rewarding. This study examines the integration of gamification features within the Viat-Map application, which utilizes the Toulmin argumentation model to improve students' comprehension of texts. The research involved 66 sophomore students from the State Polytechnic of Malang, divided into control and experimental groups. The experimental group used the Viat-Map application enhanced with gamification elements, while the control group used a version without these features. The study employed post-tests, and surveys to assess the impact of gamification on student engagement and performance. Results indicate that students using the gamified version of the application reported more positive learning experiences and demonstrated better academic performance compared to those using the non-gamified version. These findings highlight the potential of gamification to enrich educational applications, making learning more engaging and effective. © 2024 IEEE.

Affiliations

State Polytechnic of Malang, Information Technology Dept., Malang, Indonesia; Hiroshima University, Graduate School of Advanced Science and Engineering, HigashiHiroshima, Japan