Intervention Strategies through Interactive Gamification E-Learning Web-Based Application to Increase Computing Course Achievement

Noor Zuraidin Mohd Safar - Universiti Tun Hussein Onn Malaysia, Parit Raja, Batu Pahat, Johor, Malaysia
Hazalila Kamaludin - Universiti Tun Hussein Onn Malaysia, Parit Raja, Batu Pahat, Johor, Malaysia
Masitah Ahmad - Universiti Teknologi MARA, Rembau, Negeri Sembilan, Malaysia
Muhammad Hanif Jofri - Universiti Tun Hussein Onn Malaysia, 84600 Pagoh, Muar, Johor, Malaysia
Norfaradilla Wahid - Universiti Tun Hussein Onn Malaysia, Parit Raja, Batu Pahat, Johor, Malaysia
Taufik Gusman - Politeknik Negeri Padang, Sumatera Barat, Indonesia

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This study aims to help students improve their knowledge capability based on their active participation through gamification. Gamification is one of the newer methods of education that has the potential to improve student learning. This research looked into gamification's efficacy in student engagement and learning retention during teaching and learning sessions for computer science or information technology courses. The assessment involved in this study is through Pre-Test and Post-Test through instructional intervention by adapting interactive Quizizz gamification e-learning web-based application. The flow of research works begins with a survey of the problem, pre-intervention analysis, and action was taken during the intervention, ending with the implementation and observation phase. The pre and post-analysis of test results and questionnaires were accomplished and discussed. Fifty-six respondents participate in this study. Results show that 87% of the respondents have increased their percentage of marks. In the pre-test result, 56% of the respondents achieved below the 55 marks, while in the post-test, it reduced to 14%. Adoption of other gamification applications, a larger target demographic, and the addition of computer science or information technology courses will help improve the study in the future.


Instructional Intervention; intervention strategy; e-learning, gamification; information science.

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