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IJIET 2024 Vol.14(8): 1099-1108
doi: 10.18178/ijiet.2024.14.8.2138

Metacognitive Awareness Determination through Technology: A Problem-Solving Android Gamification App

Hendra Hidayat1,*, Mohd Rizal Mohd Isa2, Jem Cloyd M. Tanucan3, Yuni Rahmawati4, Muhammad Anwar1, Hadi Kurnia Saputra1, and Elsa Sabrina1
1. Department of Electronics Engineering Education, Faculty of Engineering, Universitas Negeri Padang, Padang, Indonesia
2. Department of Computer Science, Faculty of Science and Defence Technology, National Defence University of Malaysia, Kuala Lumpur, Malaysia
3. Cebu Normal University, Philippines
4. Faculty of Electrical Engineering Education, Universitas Negeri Malang, Malang, Indonesia
Email: hendra.hidayat@ft.unp.ac.id (H.H.); rizal@upnm.edu.my (M.R.M.I.); tanucanj@cnu.edu.ph (J.C.M.T.); yuni.rahmawati.ft@um.ac.id (Y.R.); muh_anwar@ft.unp.ac.id (M.A.); hadiksaputra@ft.unp.ac.id (H.K.S.); elsasabrina40@gmail.com (E.S.)
*Corresponding author

Manuscript received October 7, 2023; revised December 12, 2023; accepted December 29, 2023; published August 19, 2024

Abstract—This study was conducted to determine the learning outcomes of engineering students using android gamification application. Therefore, this study aimed to explore the Android gamification application grounded in a problem-solving approach to enhance metacognitive awareness. The objective of this study is to improve the digital and technological abilities of young individuals, while also fostering their cognitive and emotional preparedness for new educational prospects. A cross-sectional quantitative survey was conducted among 263 Electronics Engineering students in Higher Education who had accessed the Android gamification. Questionnaires were used to collect data, which was then analyzed using the Fuzzy C-Means Clustering approach, and Analysis of Variance (ANOVA). The study highlights that the team problem-solving approach, which incorporated game-like elements and mechanics, facilitated effective and creative collaboration among students. The results showed that the use of a problem-solving-based Android gamification significantly enhanced metacognitive awareness. Moreover, factors such as learning readiness and digital literacy had a positive impact. Perceived usefulness and the application ease of use were crucial mediators in the relationship between these factors and metacognitive awareness. This study provided practical insights by enriching engineering education methodologies through technology integration.

Keywords—Android gamification, metacognitive awareness, learning readiness, digital literacy, engineering education

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Cite: Hendra Hidayat, Mohd Rizal Mohd Isa, Jem Cloyd M. Tanucan, Yuni Rahmawati, Muhammad Anwar, Hadi Kurnia Saputra, and Elsa Sabrina, "Metacognitive Awareness Determination through Technology: A Problem-Solving Android Gamification App," International Journal of Information and Education Technology vol. 14, no. 8, pp. 1099-1108, 2024.


Copyright © 2024 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).

General Information

  • ISSN: 2010-3689 (Online)
  • Abbreviated Title: Int. J. Inf. Educ. Technol.
  • Frequency: Monthly
  • DOI: 10.18178/IJIET
  • Editor-in-Chief: Prof. Jon-Chao Hong
  • Managing Editor: Ms. Nancy Y. Liu
  • E-mail: editor@ijiet.org
  • Abstracting/ Indexing: Scopus (CiteScore 2023: 2.8), INSPEC (IET), UGC-CARE List (India), CNKI, EBSCO, Google Scholar
  • Article Processing Charge: 800 USD

 

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