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The usability evaluation on mobile learning apps with gamification for middle-aged women

Mobile learning and gamification are becoming increasingly popular, especially in education. Numerous researches suggest that mobile learning apps with gamification can improve student learning. However, there are fewer studies that analyze the gamification effects and usability of mobile apps for m...

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Autores principales: Mohtar, Syahida, Jomhari, Nazean, Omar, Nor Azyra, Mustafa, Mumtaz Begum Peer, Yusoff, Zulkifli Mohd
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer US 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9307217/
https://www.ncbi.nlm.nih.gov/pubmed/35912038
http://dx.doi.org/10.1007/s10639-022-11232-z
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author Mohtar, Syahida
Jomhari, Nazean
Omar, Nor Azyra
Mustafa, Mumtaz Begum Peer
Yusoff, Zulkifli Mohd
author_facet Mohtar, Syahida
Jomhari, Nazean
Omar, Nor Azyra
Mustafa, Mumtaz Begum Peer
Yusoff, Zulkifli Mohd
author_sort Mohtar, Syahida
collection PubMed
description Mobile learning and gamification are becoming increasingly popular, especially in education. Numerous researches suggest that mobile learning apps with gamification can improve student learning. However, there are fewer studies that analyze the gamification effects and usability of mobile apps for middle-aged women. The aim of this study is to propose a new mobile learning app with gamification aspects for the use of middle-aged women in memorizing Arabic words. In the preliminary study, pre and post-tests were conducted to determine the effect of the use of the gamification application on 61 middle-aged women using Kahoot! game. The results from the Kahoot! game shows that participants enjoy learning and can memorize Arabic words effectively, indicating that gamification can motivate learning among middle-aged women. Then the usability of a new mobile app prototype containing learning notes and quizzes for user self-learning purposes was evaluated using three (3) criteria namely effectiveness, efficiency, and satisfaction. The considered indicators to measure the application’s effectiveness are (a) tapping behaviour (number of taps used to perform a specific task), (b) number of attempts (how many times users tried to complete the task successfully), and (c) quiz score (score obtained by user after self-learning using the mobile app). Two variables were used to measure the efficiency of the application: the duration of task completion and the number of requests for help. In order to evaluate the satisfaction, a questionnaire was used to determine how respondents rated the mobile app's usability. The usability evaluation results show that the proposed mobile app was effective as users could utilize all the modules provided and successfully answer the quiz questions.
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spelling pubmed-93072172022-07-25 The usability evaluation on mobile learning apps with gamification for middle-aged women Mohtar, Syahida Jomhari, Nazean Omar, Nor Azyra Mustafa, Mumtaz Begum Peer Yusoff, Zulkifli Mohd Educ Inf Technol (Dordr) Article Mobile learning and gamification are becoming increasingly popular, especially in education. Numerous researches suggest that mobile learning apps with gamification can improve student learning. However, there are fewer studies that analyze the gamification effects and usability of mobile apps for middle-aged women. The aim of this study is to propose a new mobile learning app with gamification aspects for the use of middle-aged women in memorizing Arabic words. In the preliminary study, pre and post-tests were conducted to determine the effect of the use of the gamification application on 61 middle-aged women using Kahoot! game. The results from the Kahoot! game shows that participants enjoy learning and can memorize Arabic words effectively, indicating that gamification can motivate learning among middle-aged women. Then the usability of a new mobile app prototype containing learning notes and quizzes for user self-learning purposes was evaluated using three (3) criteria namely effectiveness, efficiency, and satisfaction. The considered indicators to measure the application’s effectiveness are (a) tapping behaviour (number of taps used to perform a specific task), (b) number of attempts (how many times users tried to complete the task successfully), and (c) quiz score (score obtained by user after self-learning using the mobile app). Two variables were used to measure the efficiency of the application: the duration of task completion and the number of requests for help. In order to evaluate the satisfaction, a questionnaire was used to determine how respondents rated the mobile app's usability. The usability evaluation results show that the proposed mobile app was effective as users could utilize all the modules provided and successfully answer the quiz questions. Springer US 2022-07-22 2023 /pmc/articles/PMC9307217/ /pubmed/35912038 http://dx.doi.org/10.1007/s10639-022-11232-z Text en © The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Mohtar, Syahida
Jomhari, Nazean
Omar, Nor Azyra
Mustafa, Mumtaz Begum Peer
Yusoff, Zulkifli Mohd
The usability evaluation on mobile learning apps with gamification for middle-aged women
title The usability evaluation on mobile learning apps with gamification for middle-aged women
title_full The usability evaluation on mobile learning apps with gamification for middle-aged women
title_fullStr The usability evaluation on mobile learning apps with gamification for middle-aged women
title_full_unstemmed The usability evaluation on mobile learning apps with gamification for middle-aged women
title_short The usability evaluation on mobile learning apps with gamification for middle-aged women
title_sort usability evaluation on mobile learning apps with gamification for middle-aged women
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9307217/
https://www.ncbi.nlm.nih.gov/pubmed/35912038
http://dx.doi.org/10.1007/s10639-022-11232-z
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