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Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study

BACKGROUND: 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. OBJECTIVE: The purpose of this pilot study was to present Ethoshunt as a gamification-based m...

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Autores principales: Zakaria, Noor Syamilah, Saripan, M Iqbal, Subarimaniam, Neerushah, Ismail, Alyani
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7445620/
https://www.ncbi.nlm.nih.gov/pubmed/32663153
http://dx.doi.org/10.2196/18247
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author Zakaria, Noor Syamilah
Saripan, M Iqbal
Subarimaniam, Neerushah
Ismail, Alyani
author_facet Zakaria, Noor Syamilah
Saripan, M Iqbal
Subarimaniam, Neerushah
Ismail, Alyani
author_sort Zakaria, Noor Syamilah
collection PubMed
description BACKGROUND: 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. OBJECTIVE: 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. METHODS: 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. RESULTS: 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). CONCLUSIONS: 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.
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spelling pubmed-74456202020-08-31 Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study Zakaria, Noor Syamilah Saripan, M Iqbal Subarimaniam, Neerushah Ismail, Alyani JMIR Serious Games Original Paper BACKGROUND: 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. OBJECTIVE: 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. METHODS: 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. RESULTS: 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). CONCLUSIONS: 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. JMIR Publications 2020-08-10 /pmc/articles/PMC7445620/ /pubmed/32663153 http://dx.doi.org/10.2196/18247 Text en ©Noor Syamilah Zakaria, M Iqbal Saripan, Neerushah Subarimaniam, Alyani Ismail. Originally published in JMIR Serious Games (http://games.jmir.org), 10.08.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Zakaria, Noor Syamilah
Saripan, M Iqbal
Subarimaniam, Neerushah
Ismail, Alyani
Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_full Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_fullStr Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_full_unstemmed Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_short Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_sort assessing ethoshunt as a gamification-based mobile app in ethics education: pilot mixed-methods study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7445620/
https://www.ncbi.nlm.nih.gov/pubmed/32663153
http://dx.doi.org/10.2196/18247
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