Abstract

Teungku Chik Pante Kulu Secondary School examines how well gamification-based education strategies can be incorporated into STEAM (science, technology, engineering, arts, and mathematics) education. The teacher uses Scratch to assess how gamified learning affects student performance and engagement in this particular educational setting using a SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis approach. The study highlights the potential benefits of gamification in STEAM education, including increased student engagement, improved problem-solving abilities, and collaborative learning opportunities catered to the needs of Teungku Chik Pante Kulu students. It does, however, also recognize the difficulties, such as the necessity for teachers to have proper training and resources, as well as any potential issues with sustainability and long-term effects. Furthermore, by taking into account the particular cultural and contextual characteristics of Teungku Chik Pante Kulu Secondary School, the analysis identifies chances for utilizing gamification to satisfy particular learning goals and curriculum requirements. On the other hand, risks like technology limitations and the requirement for ongoing assistance and assessment systems are also covered concerning the educational setting. Through an examination of gamification in the unique context of Teungku Chik Pante Kulu Secondary School, this study provides insightful information for teachers and administrators looking to improve student engagement and performance in STEAM subjects through creative teaching strategies. With the ultimate goal of enabling educators to design engaging learning experiences, this study adds to the expanding corpus of research on successful teaching tactics catered to varied learning settings.

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