Zakaria Noor Syamilah, Saripan M Iqbal, Subarimaniam Neerushah, Ismail Alyani
Department of Counselor Education and Counseling Psychology, Faculty of Educational Studies, Universiti Putra Malaysia, Selangor Darul Ehsan, Malaysia.
Department of Computer and Communication Systems Engineering, Faculty of Engineering, Universiti Putra Malaysia, Selangor Darul Ehsan, Malaysia.
JMIR Serious Games. 2020 Aug 10;8(3):e18247. doi: 10.2196/18247.
Gamification has remarkable potential in the learning space. The process of creating a gamified system and its influence on human behavior reflect the interaction between educators and machines.
The purpose of this pilot study was to present Ethoshunt as a gamification-based mobile app that can be used in teaching and learning ethics.
This study involved a mixed-methods research design. The researchers surveyed 39 undergraduate students who were introduced to Ethoshunt in order to examine the relationships between mobile app usability and positive emotions, ethical competency, and user experience. Affinity diagramming was used as a tool to organize the opinions and experiences of participants using featured gamification elements.
Game dynamics and game mechanics explained the functionality of Ethoshunt. In addition, the learning flow through Ethoshunt was discussed. Overall, the findings were positive, and mobile app usability had the strongest relationship with positive emotions (r=0.744, P<.001), followed by ethical competency (r=0.686, P<.001) and user experience (r=0.614, P<.001).
Positive emotions could be perceived as an important dimension in the development and usability of Ethoshunt. The researchers suggest that the gamification-based mobile app advocated in this study may provide ideas for ethics educators who wish to develop a technology-mediated learning environment.
游戏化在学习领域具有显著潜力。创建游戏化系统的过程及其对人类行为的影响反映了教育者与机器之间的相互作用。
本试点研究的目的是展示Ethoshunt这款基于游戏化的移动应用程序,它可用于道德教学。
本研究采用混合方法研究设计。研究人员对39名接触过Ethoshunt的本科生进行了调查,以检验移动应用程序可用性与积极情绪、道德能力和用户体验之间的关系。亲和图法被用作一种工具,来整理使用特色游戏化元素的参与者的意见和体验。
游戏动态和游戏机制解释了Ethoshunt的功能。此外,还讨论了通过Ethoshunt的学习流程。总体而言,研究结果是积极的,移动应用程序可用性与积极情绪的关系最为密切(r = 0.744,P <.001),其次是道德能力(r = 0.686,P <.001)和用户体验(r = 0.614,P <.001)。
积极情绪可被视为Ethoshunt开发和可用性的一个重要维度。研究人员建议,本研究中倡导的基于游戏化的移动应用程序可能为希望开发技术介导学习环境的道德教育工作者提供思路。