Empowering Teachers in Designing Gamification as a Vocational Learning Strategy in Vocational Schools
Main Article Content
Abstract
Background: The integration of gamification in education has emerged as an effective strategy to enhance student motivation, engagement, and learning outcomes. However, many vocational school teachers lack the necessary skills and knowledge to design gamified learning experiences that align with the unique characteristics of vocational education.
Aims: This paper aims to empower vocational school teachers with competencies in designing gamification-based learning strategies. The scope includes exploring teachers’ understanding of gamification principles, developing their design skills through training and workshops, and assessing the effectiveness of these interventions in enhancing vocational teaching practices.
Methods: A qualitative descriptive approach was employed. Teachers participated in hands-on workshops focusing on gamification frameworks, digital tools, and practical design projects tailored to vocational learning contexts. The collected data were analyzed thematically to identify changes in teachers’ knowledge, skills, and confidence.
Results: The results indicated that the teacher empowerment program significantly improved teachers’ ability to design gamification-based learning strategies. Teachers demonstrated increased creativity, improved alignment between gamified activities and vocational learning objectives, and greater confidence in using digital tools. Quantitative findings showed that 85% of participating teachers exhibited improved competence after the training program, with average post-test scores increasing from 62.4 to 84.7. Furthermore, 78% of participants reported a high level of readiness to implement gamification in their classrooms.
Conclusion: Empowering teachers in gamification design is an effective approach to strengthening vocational education. It enhances teachers’ pedagogical competencies, promotes learner-centered instructional practices, and supports continuous professional development to meet the evolving demands of vocational education.
Downloads
Article Details
Copyright (c) 2026 Jumiati Siska, Liza Yulianti, Muhammad Kristiawan, Afes Agustianza, Destika Rinanda

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
References
Aisyah, N., Rufaida, R., Rozi, F., & Lama, A. V. (2025). Enhancing Student Participation Through Gamification-Based Digital Learning Media: A Study Of Structural Gamification. Cendekia: Jurnal Kependidikan Dan Kemasyarakatan, 23(2), 303–323.
https://doi.org/10.21154/Cendekia.V23i2.11640
Akbar, F., Suprayogo, I., Tharaba, M. F., Asy’arie, B. F., & Mariyana, W. (2024). Social Science Learning Through Google Sites And Smart Box In Junior High Schools. Jurnal Ilmiah Pendidikan Dan Pembelajaran, 8(3), 482–491. https://doi.org/10.23887/jipp.v8i3.86218
Budiyono, B., Wiryanto, W., Suprayitno, S., & Primaniarta, M. G. (2023). Persepsi Mahasiswa Pendidikan Dasar Terhadap Gamifikasi Dalam Pendidikan STEAM. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 7(3), 3591–3603. https://doi.org/10.31004/obsesi.v7i3.4909
Cheng, J., & Zhang, L. (2024). Effects Of Gamification On EFL Learning: A Quasi-Experimental Study. Frontiers In Psychology, 16, 1448916., 14(2), 177–186. https://doi.org/10.3389/fpsyg.2025.1448916
Cheung, S. Y., & Ng, K. Y. (2020). Application Of The Educational Game To Enhance Student Learning. Frontiers In Education, 1(2), 73. https://doi.org/10.3389/feduc.2021.637581
Connolly, T. M., Boyle, E. A., Macarthur, E., Hainey, T., & Boyle, J. M. (2024). Systematic Literature Review Of Empirical Evidence On Computer Games And Serious Games. Computers & Education, 12. https://doi.org/10.1016/j.compedu.2012.03.004
Dewi, M., Rukun, K., & Efi, A. (2018). Exspert Validity Pada Pengembangan Model Pembelajaran Berbasis Proyek E Commerce Pada Pembelajaran Kewirausahaan. Jurnal Pendidikan Teknologi Kejuruan, 1(2), 43-50. https://doi.org/10.24036/jptk.v1i2.923
Effendi, R. M. S. (2017). Regulasi diri dalam belajar (self-regulated learning) pada remaja yang kecanduan game online. Jurnal Psikoborneo, 5(2), 187-191. https://doi.org/10.30872/psikoborneo.v5i2.4362
Hartari, R. O., Mahardika, G., & Putra, C. (2025). Development Of Google Sites Learning Media To Improve Learning Outcomes Of Class III Elementary School. JTP - Jurnal Teknologi Pendidikan, 27(1), 230–244. https://doi.org/10.21009/Jtp.V27i1.53590
Ichwan, K. M., Khafidz, A., Al Hafidz, M. I., Larasati, A., & Kamal, M. R. (2025). Pemanfaatan Gamifikasi Dalam Pembelajaran Untuk Meningkatkan Literasi Digital Siswa. Nusantara Educational Review, 3(2), 110–118. https://doi.org/10.55732/K8A0C814
Jamil, F. (2019). Peranan komputer dalam dunia pendidikan. Peranan, Komputer Pendidikan, 1-9. Google Scholar
Munthe, E., Sriadhi, S., & Junaidi, A. (2025). Empowering Science Education with Google Sites: Development and Evaluation of Differentiated Learning Media for Middle School Using the ADDIE Model. FINGER : Jurnal Ilmiah Teknologi Pendidikan, 4(2), 116–125. https://doi.org/10.58723/finger.v4i2.428
Najemi, S., Ardiasih, L. S., & Sundari, H. (2024). The Effectiveness of Google Sites in Differentiated Instruction to Increase Students’ Learning Motivation and Reading Comprehension on English Narrative Texts. ELT-Lectura, 11(2), 110–122. https://doi.org/10.31849/elt-lectura.v11i2.21768
Nuraina, N., Muliana, M., Nufus, H., & Zahara, S. R. (2022). Developing Students’ Worksheet Based With The Integration Of Students Local Wisdom In Teaching. Jurnal Penelitian Pendidikan IPA, 8(1), 147–155. https://doi.org/10.29303/jppipa.v8i1.1134
Nurussobah, S., Nuryani, P., & Dyas Fitriani, A. (2021). Implementation Of Learning Application Models To Improve Students’ Problem-Solving Skills. Jurnal Pendidikan Guru Sekolah Dasar, 6(I), 13. https://doi.org/10.17509/jpgsd.v6i1.39997
Prayogi, H., Riyanto, Y., & Subroto, W. T. (2022). Development Of E-Learning Media Based On Google Sites LMS In Social Studies Learning Class V. International Journal For Educational And Vocational Studies, 4(3). https://doi.org/10.29103/IJEVS.V0I0.6667
Pura, M. H., Nuryadi, D., Universitas, C., & Karawang, S. (2021). Proof Of Information And Communication Technology (ICT) In The Investigation Stage Through Clue Evidence Through Digital Computer Science. Jurnal Pengabdian Hukum Indonesia (Indonesian Journal Of Legal Community Engagement) JPHI, 3(2), 193–205. https://doi.org/10.15294/JPHI.V3I2.42954
Putri, N. I., Herdiana, Y., Munawar, Z., & Komalasari, R. (2021). Educational Technology And Digital Transformation During The Covid-19 Pandemic. Jurnal ICT : Information Communication & Technology, 20(1), 53–57. Google Scholar
Ramadhan, M. S., Mulyani, N., Amin, M., & Jalinus, N. (2025). Machine Learning Implementation for Computer Network Performance Optimization. Journal of Education Technology, 9(3), 596-606. https://doi.org/10.23887/jet.v9i3.98191
Sa’ida, N. (2022). Latest Learning Media. In Media Pembelajaran (Vol. 5, Nomor 2, Hal. 110). University Of Trunojoyo Madura. https://doi.org/10.21107/JPGPAUD.V5I2.4884
Sahabuddin, S., Hakim, H., & Syahruddin, S. (2020). The Contribution Of Motor Educability To The Rhythmic Gymnastics Ability Of Hoop Equipment In Elementary School Students. Jurnal SPORTIF : Jurnal Penelitian Pembelajaran, 6(2), 449–465. https://doi.org/10.29407/Js_Unpgri.V6i2.14564
Sriwahyuniati, C. F. (2020). Learning In The Paradigm Of The Globalization Era. Jorpres (Jurnal Olahraga Prestasi), 15(2), 67–71. https://doi.org/10.21831/Jorpres.V15i2.29512
Varga, M. N., Art, M., Napoles, R., Alan, J., Lee, D., Rosales, V. S., Mae, S., & Caparida, V. (2026). Development Of An ADDIE-Based Self-Learning Website: Usability Analysis And Its Impact On TLE-ICT Students’ Learning Outcomes. Journal Of Education And Teaching (JET), 7(1), 160–187. https://doi.org/10.51454/Jet.V7i1.777
Wahyudin, D., Darmawan, D., & Suharti. (2022). Design Of E–Learning Based Based On ADDIE Model During The Covid-19 Pandemic. Intelligence artificielle et innovation sociale, 11(11). https://doi.org/10.4000/Ctd.7556
Wahyuningtyas, D. P. (2022). Faktor yang Mempengaruhi Pengambilan Keputusan dalam Menitipkan Anak di Taman Penitipan Anak, 9(59), 93–106. https://doi.org/10.29240/zuriah.v3i2.5737
Jumiati Siska