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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my.um.eprints.395052023-11-28T01:27:33Z http://eprints.um.edu.my/39505/ The usability evaluation on mobile learning apps with gamification for middle-aged women Mohtar, Syahida Jomhari, Nazean Omar, Nor Azyra Mustafa, Mumtaz Begum Yusoff, Zulkifli Mohd LB Theory and practice of education 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 2023-01 Article PeerReviewed Mohtar, Syahida and Jomhari, Nazean and Omar, Nor Azyra and Mustafa, Mumtaz Begum and Yusoff, Zulkifli Mohd (2023) The usability evaluation on mobile learning apps with gamification for middle-aged women. Education and Information Technologies, 28 (1). pp. 1189-1210. ISSN 1360-2357, DOI https://doi.org/10.1007/s10639-022-11232-z <https://doi.org/10.1007/s10639-022-11232-z>. 10.1007/s10639-022-11232-z |
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LB Theory and practice of education Mohtar, Syahida Jomhari, Nazean Omar, Nor Azyra Mustafa, Mumtaz Begum Yusoff, Zulkifli Mohd The usability evaluation on mobile learning apps with gamification for middle-aged women |
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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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Article |
author |
Mohtar, Syahida Jomhari, Nazean Omar, Nor Azyra Mustafa, Mumtaz Begum Yusoff, Zulkifli Mohd |
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Mohtar, Syahida Jomhari, Nazean Omar, Nor Azyra Mustafa, Mumtaz Begum Yusoff, Zulkifli Mohd |
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Mohtar, Syahida |
title |
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_full |
The usability evaluation on mobile learning apps with gamification for middle-aged women |
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The usability evaluation on mobile learning apps with gamification for middle-aged women |
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The usability evaluation on mobile learning apps with gamification for middle-aged women |
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usability evaluation on mobile learning apps with gamification for middle-aged women |
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Springer |
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2023 |
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http://eprints.um.edu.my/39505/ |
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1783876691633897472 |
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13.18916 |