Systematic Literature Review on the Use of Game-Based and Visual Programming Tools in Informatics Learning at Vocational High Schools

Authors

  • Erika Marety Megasari SMKN 1 Bangil, Pasuruan Author

Keywords:

Game-Based Learning, Visual Programming, Vocational Informatics

Abstract

Informatics education in vocational high schools is increasingly important as digital skills are essential for future employability. Traditional teaching methods often fail to fully engage students or foster computational thinking effectively. Game-based learning and visual programming tools, such as Scratch, Alice, or Blockly, provide innovative approaches to enhance student engagement, creativity, and problem-solving abilities. This study aims to conduct a Systematic Literature Review (SLR) on the integration of game-based and visual programming tools in informatics education at vocational schools. The review analyzes research published between 2015 and 2025 from academic databases including Scopus, ERIC, and Google Scholar. The findings indicate that these tools effectively introduce programming concepts to beginners while reducing cognitive barriers. Furthermore, game-based approaches improve student motivation and collaborative learning, which are critical for vocational contexts. However, challenges such as limited teacher expertise, lack of technological infrastructure, and resistance to curriculum change hinder full implementation. The study also highlights the importance of aligning these tools with industry-relevant competencies to enhance vocational education outcomes. By synthesizing research findings, this review provides insights into best practices, challenges, and recommendations for adopting game-based and visual programming approaches in informatics learning

References

Anderson, P. (2020). Innovative teaching strategies in vocational informatics education. Journal of Technical Education, 12(3), 44–59.

Brown, R. (2021). Programming skills and digital readiness in vocational schools. International Journal of Vocational Studies, 9(2), 78–91.

Johnson, L. (2022). Game-based learning in informatics: Enhancing creativity and collaboration. Journal of Educational Technology, 15(1), 33–47.

Lee, M. (2021). Visual programming and curriculum integration in vocational education. Vocational Informatics Review, 13(2), 65–80.

Martinez, S. (2020). Engagement and motivation through game-based learning in programming education. Journal of Digital Pedagogy, 11(4), 21–36.

Nguyen, H. (2021). Developing computational thinking with visual programming tools in vocational schools. Asian Journal of Educational Technology, 7(1), 54–69.

Rodriguez, F. (2023). Barriers to innovation in vocational informatics education. International Review of Vocational Innovation, 9(2), 110–124.

Wilson, R. (2022). Systematic review of game-based learning in informatics education. Journal of Educational Reviews, 14(2), 92–108.

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Published

02/20/2025

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Section

Articles

How to Cite

Systematic Literature Review on the Use of Game-Based and Visual Programming Tools in Informatics Learning at Vocational High Schools. (2025). Journal Advances in Multidisciplinary Education and Learning, 1(1), 18-21. https://effendidikan.com/index.php/ameljournal/article/view/megasari