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Development of Gamification-Based Mobile Learning to Improve Learning Outcomes for Automotive Measurement Tools

Edu Komputika Journal · Vol. 12 No. 2 (2025) · hlm. 185–193

DOI
10.15294/edukom.v12i2.40262
ISSN
2599-297X, 2252-6811
Terbit
2025-12-31
Penerbit
Universitas Negeri Semarang
Bahasa
eng

Abstrak

Inclusive education, a key priority of SDG 4, requires learning innovations that are accessible and engaging for all learners, including students with disabilities. In Indonesian inclusive schools, limited availability of adaptive learning technology remains a major barrier, particularly for students with mild intellectual disabilities who often struggle with practical competencies such as reading precision measuring tools. This study developed and evaluated a gamification-based mobile learning (m-learning) medium on automotive measurement tools (vernier calipers) tailored to the needs of students with mild intellectual disabilities through accessible design elements (preferred colors, readable fonts, simplified sentences, and adapted assessments). Using a Research and Development (R&D) approach with the ADDIE model, the product was validated by one media expert and one material expert, and its effectiveness was examined through a one-group pretest–posttest design with 35 Grade 10 Automotive Engineering students at SMK Palapa Semarang. Expert validation results indicated that the media was very feasible, with scores of 85% (Display Design), 83% (Technical Quality), 88% (Visual Communication), and 90% (Media Attractiveness), while content feasibility was also very feasible, with 82% (Content Completeness), 87% (Content Accuracy), 84% (Presentation Cohesion), and 86% (Language Use). Student learning outcomes improved substantially, with mean scores increasing from 68.29 (pretest) to 88.86 (posttest), yielding a gain of 20.6 points and reduced score variability (SD from 10.43 to 6.31). These findings suggest that gamification-based m-learning designed using assistive technology principles is feasible and can enhance learning outcomes in inclusive vocational education contexts.

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Sumber metadata: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/edukom/oai, pertama di-harvest 5 Nov 2026, terakhir terlihat 5 Nov 2026.
Metadata asli (oai_dc)
<oai_dc:dc xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/  http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
	<dc:title xml:lang="en">Development of Gamification-Based Mobile Learning to Improve Learning Outcomes for Automotive Measurement Tools</dc:title>
	<dc:creator xml:lang="en">Iskandar, Ranu</dc:creator>
	<dc:creator xml:lang="en">Nashiroh, Putri Khoirin</dc:creator>
	<dc:creator xml:lang="en">Budiman, Febrian Arif</dc:creator>
	<dc:subject xml:lang="en">ADDIE</dc:subject>
	<dc:subject xml:lang="en">Automotive Engineering</dc:subject>
	<dc:subject xml:lang="en">Gamification</dc:subject>
	<dc:subject xml:lang="en">Mobile Learning</dc:subject>
	<dc:subject xml:lang="en">Vocational Education</dc:subject>
	<dc:description xml:lang="en">Inclusive education, a key priority of SDG 4, requires learning innovations that are accessible and engaging for all learners, including students with disabilities. In Indonesian inclusive schools, limited availability of adaptive learning technology remains a major barrier, particularly for students with mild intellectual disabilities who often struggle with practical competencies such as reading precision measuring tools. This study developed and evaluated a gamification-based mobile learning (m-learning) medium on automotive measurement tools (vernier calipers) tailored to the needs of students with mild intellectual disabilities through accessible design elements (preferred colors, readable fonts, simplified sentences, and adapted assessments). Using a Research and Development (R&amp;amp;D) approach with the ADDIE model, the product was validated by one media expert and one material expert, and its effectiveness was examined through a one-group pretest–posttest design with 35 Grade 10 Automotive Engineering students at SMK Palapa Semarang. Expert validation results indicated that the media was very feasible, with scores of 85% (Display Design), 83% (Technical Quality), 88% (Visual Communication), and 90% (Media Attractiveness), while content feasibility was also very feasible, with 82% (Content Completeness), 87% (Content Accuracy), 84% (Presentation Cohesion), and 86% (Language Use). Student learning outcomes improved substantially, with mean scores increasing from 68.29 (pretest) to 88.86 (posttest), yielding a gain of 20.6 points and reduced score variability (SD from 10.43 to 6.31). These findings suggest that gamification-based m-learning designed using assistive technology principles is feasible and can enhance learning outcomes in inclusive vocational education contexts.</dc:description>
	<dc:publisher xml:lang="en">Universitas Negeri Semarang</dc:publisher>
	<dc:date>2025-12-31</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journal.unnes.ac.id/journals/edukom/article/view/40262</dc:identifier>
	<dc:identifier>10.15294/edukom.v12i2.40262</dc:identifier>
	<dc:source xml:lang="en">Edu Komputika Journal; Vol. 12 No. 2 (2025): Edu Komputika Journal; 185-193</dc:source>
	<dc:source>2599-297X</dc:source>
	<dc:source>2252-6811</dc:source>
	<dc:source>10.15294/edukom.v12i2</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journal.unnes.ac.id/journals/edukom/article/view/40262/9679</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 Edu Komputika Journal</dc:rights>
</oai_dc:dc>