Open Access Peer-reviewed Research Article

Investigating the impact of mobile interaction gamification on 4C skills: Perspective from student at vocational higher education in Indonesia

Main Article Content

Fadhli Ranuharja corresponding author
Angel Torres Toukoumidis
Joseph Oluwaseyi
Wiki Lofandri
Agariadne Dwinggo Samala
Afif Rahman Riyanda

Abstract

The realm of education has a highly significant impact on advancing civilization in a country. Various factors have been studied and proven to enhance different skills in the educational sector, including gamification aspects. The popularity of gamification has become a trend as a tool to create an engaging learning environment for students. Students show high interest and engagement when a subject is associated with gamification. While many studies have examined 21st-century skills, precisely the 4C skills of critical thinking, creative thinking, communication, and collaboration, few have yet to explore their connection with gamification, especially in higher education in Indonesia. This study aims to investigate students' opinions about the effects of gamification on 4C skills. The method involved an investigation through questionnaires with 105 students, comprising 25 questions on a 5-point Likert scale, and structured interviews with students meeting specific criteria. The findings indicate that several aspects of the 4C skills strongly relate to students' gaming habits, particularly critical thinking and creative thinking skills. However, gaming habits have a meagre impact on communication and collaboration skills, suggesting that not all components of the 4C skills can be enhanced through gamification. In addition, most of the 4C skills, critical thinking, creative thinking, communication, and collaboration, could see enhanced effectiveness through targeted strategies and practices. Further studies are recommended to explore using practical materials in several courses to test gamification through evaluations or other learning media.

Keywords
gamification, vocational higher education, educational technology, Indonesia

Article Details

Supporting Agencies
We especially thank all the lecturers at Universitas Negeri Padang for their assistance in data collection and analysis. We also extend our gratitude to the study participants, whose cooperation and engagement were crucial to this research.
How to Cite
Ranuharja, F., Toukoumidis, A. T., Oluwaseyi, J., Lofandri, W., Samala, A. D., & Riyanda, A. R. (2024). Investigating the impact of mobile interaction gamification on 4C skills: Perspective from student at vocational higher education in Indonesia. Advances in Mobile Learning Educational Research, 4(2), 1082-1092. https://doi.org/10.25082/AMLER.2024.02.003

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