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Development and User Acceptance Evaluation of a Gamified Virtual IoT Laboratory for Students at SMKN 1 Sambeng

Sep 2026 · IJORER : International Journal of Recent Educational Research · 0 citations · 48 references

Abstract

Objective: This study develops and evaluates gamification-based learning media integrating a virtual Internet of Things (IoT) laboratory for Computer and Network Engineering students at SMKN 1 Sambeng, and examines user acceptance of the application using the Technology Acceptance Model (TAM). Method: This Research and Development (R&D) study follows the ADDIE model—Analysis, Design, Development, Implementation, and Evaluation. The learning media was validated by two media experts, and user acceptance was assessed through a TAM-based questionnaire administered to 51 students after implementation. Results:  Validation results show the media is valid and suitable for IoT instruction, with a total score of 74 out of 100 (average 3.70), comprising Functional Suitability (4.33), Usability (4.00), and Reliability (3.25). Based on TAM evaluation, 64.7% of students found the application useful for supporting learning, while 54.9% found it easy to use. These findings indicate the application is perceived as useful and easy to use in teaching basic IoT concepts within the Computer and Network Engineering program.  Novelty: This study integrates Gamification-Based Learning with a virtual IoT laboratory environment in a single application designed for vocational education, producing a validated, well-received learning media product suitable for implementation at SMKN 1 Sambeng.

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