Structural Equation Modeling of Educaplay-Based Interactive Learning to Promote Learning Outcomes among Vocational School Students

Authors

  • Danis Maulia Faculty of Economics and Business, Universitas Negeri Surabaya
  • Raya Sulistyowati Faculty of Economics and Business, Universitas Negeri Surabaya

DOI:

https://doi.org/10.17977/UM014v19i1p244

Keywords:

educaplay, interactive learning, learning outcomes, student engagement

Abstract

Education in the digital era requires the integration of innovative technologies to enhance student learning outcomes. This study examines the mediating role of student engagement in the relationship between interactive learning using Educaplay and learning outcomes. A quantitative research design was employed, involving 125 students majoring in Business and Online Marketing, Accounting, and Banking Services at vocational schools. Data were collected through a structured questionnaire administered via Google Forms using a five-point Likert scale. The proposed model was analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The results indicate that Educaplay-based interactive learning has a significant positive effect on student learning outcomes, both directly and indirectly through student engagement. Furthermore, student engagement was found to partially mediate the relationship between interactive learning and learning outcomes. These findings suggest that integrating interactive digital learning platforms such as Educaplay-based interactive learning can increase student engagement and improve academic performance in vocational education, providing practical implications for technology-enhanced teaching and learning

References

Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322

Baron, R. M., & Kenny, D. A. (1986). The moderator–mediator variable distinction in social psychological research: Conceptual, strategic, and statistical considerations. Journal of Personality and Social Psychology, 51(6), 1173–1182. https://doi.org/10.1037/0022-3514.51.6.1173

Blyznyuk, T., & Kachak, T. (2024). Benefits of interactive learning for students' critical thinking skills improvement. Journal of Vasyl Stefanyk Precarpathian National University, 11(1), 94-102.

Bond, M., Buntins, K., Bedenlier, S., Zawacki-Richter, O., & Kerres, M. (2020). Mapping research in student engagement and educational technology in higher education: A systematic evidence map. International Journal of Educational Technology in Higher Education, 17(1), 2. https://doi.org/10.1186/s41239-019-0176-8

Chen, F. Z., Chen, L. A., Tseng, C. C., Pai, C. H., Tsai, K. E., Liang, E. C., ... & Chen, C. W. (2025). Enhancing student engagement and learning outcomes in life sciences: implementing interactive learning environments and flipped classroom models. Discover Education, 4(1), 102.

Chi, M. T. H., & Wylie, R. (2014). The ICAP framework: Linking cognitive engagement to active learning outcomes. Educational Psychologist, 49(4), 219–243. https://doi.org/10.1080/00461520.2014.965823

Creswell, J. W. (2021). Research design: qualitative, quantitative, and mixed methods approaches. Sage publications.

Das, N., & Chakraborty, S. (2025). Information systems and education: Transforming learning in the digital age. In Research Handbook on Information Systems and Society (pp. 315-337). Edward Elgar Publishing.

Dichev, C., & Dicheva, D. (2017). Gamifying education: What is known, what is believed and what remains uncertain. International Journal of Educational Technology in Higher Education, 14(1), 9. https://doi.org/10.1186/s41239-017-0042-5

Duterte, J. P. (2024). Technology-enhanced learning environments: Improving engagement and learning. International Journal of Research and Innovation in Social Science, 8(10), 1305-131.

Eom, S. B., & Ashill, N. (2016). The determinants of students’ perceived learning outcomes and satisfaction in university online education: An update. Decision Sciences Journal of Innovative Education, 14(2), 185–215. https://doi.org/10.1111/dsji.12097

Fajriah, F., Rahmah, H., & Novianti, N. (2025). Canva and Quizizz foster algebraic thinking in junior high students. Academia Open, 10(2), 10-21070.

Fredricks, J. A., Blumenfeld, P. C., & Paris, A. H. (2004). School engagement: Potential of the concept, state of the evidence. Review of Educational Research, 74(1), 59–109. https://doi.org/10.3102/00346543074001059

Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2022). A primer on partial least squares structural equation modeling (PLS-SEM) (3rd ed.). SAGE Publications

Kahu, E. R. (2013). Framing student engagement in higher education. Studies in Higher Education, 38(5), 758–773. https://doi.org/10.1080/03075079.2011.598505

Martin, F., & Bolliger, D. U. (2018). Engagement matters: Student perceptions on the importance of engagement strategies in the online learning environment. Online Learning, 22(1), 205–222. https://doi.org/10.24059/olj.v22i1.1092

Martin, F., Sun, T., & Westine, C. D. (2020). A systematic review of research on online teaching and learning from 2009 to 2018. Computers & Education, 159, Article 104009. https://doi.org/10.1016/j.compedu.2020.104009

Mayer, R. E. (2021). Evidence-based principles for how to design effective instructional videos. Journal of Applied Research in Memory and Cognition, 10(2), 229–240. https://doi.org/10.1016/j.jarmac.2021.03.007

Oliveira, W., Hamari, J., Shi, L., Toda, A. M., Rodrigues, L., Palomino, P. T., Isotani, S., & Cristea, A. I. (2022). Tailored gamification in education: A literature review and future agenda. Education and Information Technologies, 27(3), 3731–3765. https://doi.org/10.1007/s10639-021-10722-8

Ramstrand, N., Weisova, L., Nylander, E., & Johansson, A. (2026). Interventions and evaluation of intercultural competence of students enrolled in higher education–a scoping review. Education Inquiry, 17(1), 212-232.

Ryan, R. M., & Deci, E. L. (2020). Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions. Contemporary Educational Psychology, 61, 101860. https://doi.org/10.1016/j.cedpsych.2020.101860

Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

Schmid, R., Bernard, R., Borokhovski, E., Tamim, R., Abrami, P., Surkes, M., Wade, A., & Woods, J. (2014). The effects of technology use in postsecondary education: A meta-analysis of classroom applications. Computers & Education, 72, 271–291. https://doi.org/10.1016/j.compedu.2013.11.002

Sulistyowati, R., Sudarwanto, T., Rakhmawati, D. Y., Maula, F. I., Biantoro, T. S., Narmaditya, B. S., & Ahmad, M. F. (2024). Enhancing entrepreneurial intentions among vocational high school students in online business and marketing in East Java, Indonesia: The role of passion, education, and entrepreneurial skills in supporting SDGs. E3S Web of Conferences, 568. https://doi.org/10.1051/e3sconf/202456804003

Toda, A. M., Oliveira, W., Klock, A. C. T., Palomino, P. T., Rodrigues, L., Shi, L., Bittencourt, I., Gasparini, I., Isotani, S., & Cristea, A. I. (2022). Gamification in education: A systematic mapping study. Educational Technology & Society, 25(1), 1–38.

Van der Kleij, F. M., Feskens, R. C. W., & Eggen, T. J. H. M. (2015). Effects of feedback in a computer-based learning environment on students’ learning outcomes: A meta-analysis. Review of Educational Research, 85(4), 475–511. https://doi.org/10.3102/0034654314564881

Wahyuningsih, T., Sediyono, E., Hartomo, K. D., & Sembiring, I. (2024). The role of gamification implementation in improving quality and intention in software engineering learning. Journal of Education and Learning (EduLearn), 18(1), 173-184.

Widiastuti, D. E. (2024). The implementation of Canva as a digital learning tool in English learning at vocational school. English Learning Innovation, 5(2), 264-276.

Zainuddin, Z., Shujahat, M., Haruna, H., & Chu, S. K. W. (2020). The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system. Computers & Education, 145, 103729. https://doi.org/10.1016/j.compedu.2019.103729

Zawacki-Richter, O., Marín, V. I., Bond, M., & Gouverneur, F. (2019). Systematic review of research on artificial intelligence applications in higher education—Where are the educators? International Journal of Educational Technology in Higher Education, 16(1), Article 39. https://doi.org/10.1186/s41239-019-0171-0

Downloads

Published

2026-03-08