Vol.13, No.3, August 2024.                                                                                                                                                                               ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science


Revolutionizing Learning: Unleashing the Power of Technology Gamification-Augmented Reality in Vocational Education

 

Rizky Ema Wulansari, Aprilla Fortuna, Rizkayeni Marta, Primawati Primawati, Alias Masek, Deniz Kaya, Febri Prasetya, Rizki Hardian Sakti, Afdal Luthfi, Iqbal Ainur Rizki, Fadilah Habibul Hasna, Sarvin Eshaghi

 

© 2024 Mathuwan Srikong, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)

 

Citation Information: TEM Journal. Volume 13, Issue 3, Pages 2384-2397, ISSN 2217-8309, DOI: 10.18421/TEM133-65, August 2024.

 

Received: 08 March 2024.

Revised:   16 June 2024.
Accepted: 01 July 2024.
Published: 27 August 2024.

 

Abstract:

 

This study explores innovative approaches to enhance vocational education by employing Gamification and Augmented Reality (GAR) in problem-based learning. Utilizing the Borg and Gall development model with a pre-post-experiment design, vocational students constitute the primary subjects. The experimental group experiences Problem-Case teaching enriched with GAR, while the control group relies on traditional learning media. Results indicate a positive impact on student engagement and motivation in the experimental group, attributed to gamification elements and augmented reality. Gamification components, including points and challenges, incentivize active student participation. Augmented reality promotes engaging learning activities and nurtures imaginative and analytical thinking skills. This research enhances understanding of vocational education and proposes a comprehensive learning approach using sustainable gamification and augmented reality technology for industry advancement. Educators can benefit from these findings when formulating policies and curricula to enhance the overall quality of vocational education.

 

Keywords – Augmented reality, classroom interactivity, gamification, problem-case method, TVET.

 

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