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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) · pp. 185–193

DOI
10.15294/edukom.v12i2.40262
ISSN
2599-297X, 2252-6811
Published
2025-12-31
Publisher
Universitas Negeri Semarang
Language
eng

Abstract

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.

Keywords

Collaboration network of the authors

32 authors · 87 co-authorship links

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Tadulako University
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Rizqi Fitri NaryantoAffiliation unknown2
Putu SudiraAffiliation unknown2
Haryadi HaryadiAffiliation unknown1
Dony Hidayat Al-JananAffiliation unknown1
Hendrix Noviyanto FirmansyahAffiliation unknown1
Ahmad RoziqinAffiliation unknown1
Afif WijayaAffiliation unknown1
Lelu Dina ApristiaAffiliation unknown1
Sonika MaulanaAffiliation unknown1
Alfin Miftakhul HudaAffiliation unknown1
HadromiAffiliation unknown1
Mochammad Miftachul SyanusiAffiliation unknown1
Wahyu HidayatTadulako University1
AbdurrahmanAffiliation unknown1
Wirawan SumbodoAffiliation unknown1
Rizki SetiadiAffiliation unknown1
Wahyudi WahyudiAffiliation unknown1
Ari Dwi Nur Indriawan MusyonoAffiliation unknown1
Angga SeptiyantoAffiliation unknown1
Winarno Dwi RahardjoAffiliation unknown1
Sudiyono SudiyonoAffiliation unknown1
Wahyu Ady Priyo KuncahyoAffiliation unknown1
Nur Faizal AdkhaAffiliation unknown1
Sudiyatno SudiyatnoAffiliation unknown1
Anggie MarsyaelinaAffiliation unknown1
Thomas SukardiAffiliation unknown1
Siti WakijahAffiliation unknown1
Pramu PramuAffiliation unknown1
Rijalul HaqAffiliation unknown1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

Metadata source: OAI-PMH (metadata jurnal) https://journal.unnes.ac.id/journals/edukom/oai, first harvested 5 Nov 2026, last seen 8 Nov 2026.
Original metadata (oai_dc)
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	<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>