IJIET 2025 Vol.15(8): 1639-1647
doi: 10.18178/ijiet.2025.15.8.2365
doi: 10.18178/ijiet.2025.15.8.2365
The Influence of Gamification-Based Assessment on Student Learning Outcomes through a Mobile Web Application
Reni Rahmadani1,*, Tansa Trisna Astono Putri1, Muhammad Dominique Mendoza1, Olnes Yosefa Hutajulu1,
and Elsa Sabrina2
1. Department of Electrical Engineering Education, Faculty of Engineering, Universitas Negeri Medan, Medan, Indonesia
2. Department of Family Welfare Education, Faculty of Engineering, Universitas Negeri Medan, Medan, Indonesia
Email: renirahmadani@unimed.ac.id (R.R.); tansatrisna@unimed.ac.id (T.T.A.P.); aenaen@unimed.ac.id (M.D.M.); olnes.hutajulu@unimed.ac.id (O.Y.H.); elsasabrina@unimed.ac.id (E.S.)
*Corresponding author
2. Department of Family Welfare Education, Faculty of Engineering, Universitas Negeri Medan, Medan, Indonesia
Email: renirahmadani@unimed.ac.id (R.R.); tansatrisna@unimed.ac.id (T.T.A.P.); aenaen@unimed.ac.id (M.D.M.); olnes.hutajulu@unimed.ac.id (O.Y.H.); elsasabrina@unimed.ac.id (E.S.)
*Corresponding author
Manuscript received November 15, 2024; revised December 26, 2024; accepted February 1, 2025; published August 18, 2025
Abstract—This study aims to analyze the effect of applying the experimental demonstration method on student learning outcomes in understanding the concept of adsorption. The research sample consisted of 107 students divided into four classes, with classes A and B as experimental groups and classes C and D as control groups. Data were collected through pre-test and post-test to evaluate changes in students’ understanding after learning. Normality analysis using Shapiro-Wilk test showed that the data were normally distributed. The results of the variance homogeneity test with the Levene test showed that the variance between groups was homogeneous. The paired ttest was used to test the difference in learning outcomes, with a significance value (p-value) for the experimental class of 0.000, which indicates a significant effect of the treatment given. In contrast, the control class showed a significance value of 0.081, which means there is no significant difference. The conclusion of this study is that the experimental demonstration method is effective in improving student learning outcomes, so it can be recommended as a useful learning method in the context of science education. This research also provides a foundation for further studies on other learning methods that can be applied to improve students’ understanding in various subject areas.
Keywords—gamification, assessment, mobile web development, learning outcomes, educational technology
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).
Keywords—gamification, assessment, mobile web development, learning outcomes, educational technology
Cite: Reni Rahmadani, Tansa Trisna Astono Putri, Muhammad Dominique Mendoza, Olnes Yosefa Hutajulu, and Elsa Sabrina, "The Influence of Gamification-Based Assessment on Student Learning Outcomes through a Mobile Web Application," International Journal of Information and Education Technology, vol. 15, no. 8, pp. 1639-1647, 2025.
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).