Perceived Influence of Gamification in Enhancing the Employability Skill of Computer Education Graduates in Enugu State
Keywords:
Gamification, Employabilityu skills, Computer Education, GraduatesAbstract
This study examined the perceived influence of gamification on enhancing employability skills of computer education graduates. The study adopted a descriptive survey research design with a population of 80 students enrolled in Computer and Robotics Education programmes in public Universities in Enugu State. The instrument used for data collection was a 20-item structured questionnaire titled (PIGEESQ) developed by the researchers. The questionnaire was divided into two parts: Part 1was used to elicit personal data of the respondents while part 2 was used to elicit information on the computer education students’ motivation to learn and software practical skills needed by computer education students. The reliability of the instrument was established using a Cronbach alpha that yielded reliability coefficient of 0.80. Data collected were analyzed using mean and standard deviation to answer the research questions while t-tests were employed to test the null hypothesis at 0.05 level of significance. The findings of results revealed that gamification enhances motivation to learn and positively enhances the software practical skills of computer education students. T-test analysis revealed no significant gender differences in these perceptions. The study's findings have significant implications for educators and policymakers seeking to improve graduates' employability skills. The results highlight the potential of gamification to enhance graduates' employability and suggest that its integration into computer education curriculum can lead to improved job readiness.



