The development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention

Gamification has been taken seriously as an educational approach that is able to facilitate learning, encourage motivation and engagement, improve learner participation and lesson interactivity, and stimulate learners towards the expansion of their knowledge. Given the changes in the digital world o...

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Main Authors: Roslan, Rosfuzah, Ahmad Fauzi, Mohd Ayub, Ghazali, Norliza, Zulkifli, Nurul Nadwa
Format: Article
Published: Association for Researcher of Skills & Vocational Training 2021
Online Access:http://psasir.upm.edu.my/id/eprint/95370/
https://journalarsvot.com/index.php/anp-jssh/article/view/77/88
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spelling my.upm.eprints.953702023-04-12T04:06:34Z http://psasir.upm.edu.my/id/eprint/95370/ The development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention Roslan, Rosfuzah Ahmad Fauzi Mohd Ayub Ghazali, Norliza Zulkifli, Nurul Nadwa Gamification has been taken seriously as an educational approach that is able to facilitate learning, encourage motivation and engagement, improve learner participation and lesson interactivity, and stimulate learners towards the expansion of their knowledge. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning, requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. This study introduced, ‘Kingdom Quizzes’ (KQ) a gamified e-quiz mobile application which was previously known as ‘Quiz Seeker’ mobile application as an assisting tool in teaching and learning. The purpose of the development of KQ is to enhance the students’ motivation in academic task as well as retaining the users of a gamified e-quiz. KQ is divided into two interconnected modules; (i) quiz module, and (ii) game module. This product focused on the ‘reward’ element resulted from ranking in the quiz session in which it will be passed on to the next game session. The marks and rank that the students gained in the quiz session will reward them with coins or ‘life’ item in their game inventory. This creates a sense of ‘motivation’ in students to do well in their quiz sessions as well as creating a ‘continuance intention’ in using the product which means high tendency to keep executing e-quiz for various other subjects. Based on the survey conducted with 141 respondents, KQ basically managed to fulfill the objectives of the product development which were to increase the students’ (i) motivation as much as 93.7% and (ii) continuance intention in using the gamified e-quiz application as much as 88.72%. Based on the Pearson’s correlation analysis, motivation has a significantly moderate relationship with continuance usage intention, (r = 0.607**, p = 0.000). Moreover, the multiple regression analysis using the enter method also proved that predictor motivation contributed 36.9% towards the continuance intention of the students to use KQ. The product does not only manage to be adopted among the targeted audiences, but based on this study it has a huge future potential as the choice for mobile-based quick formative assessment. Association for Researcher of Skills & Vocational Training 2021-09-21 Article PeerReviewed Roslan, Rosfuzah and Ahmad Fauzi and Mohd Ayub and Ghazali, Norliza and Zulkifli, Nurul Nadwa (2021) The development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention. ANP Journal Social Science and Humanities, 2 (2). 74 - 81. ISSN 2773-482X; ESSN: 2785-8863 https://journalarsvot.com/index.php/anp-jssh/article/view/77/88 10.53797/anp.jssh.v2i2.10.2021
institution Universiti Putra Malaysia
building UPM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Putra Malaysia
content_source UPM Institutional Repository
url_provider http://psasir.upm.edu.my/
description Gamification has been taken seriously as an educational approach that is able to facilitate learning, encourage motivation and engagement, improve learner participation and lesson interactivity, and stimulate learners towards the expansion of their knowledge. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning, requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. This study introduced, ‘Kingdom Quizzes’ (KQ) a gamified e-quiz mobile application which was previously known as ‘Quiz Seeker’ mobile application as an assisting tool in teaching and learning. The purpose of the development of KQ is to enhance the students’ motivation in academic task as well as retaining the users of a gamified e-quiz. KQ is divided into two interconnected modules; (i) quiz module, and (ii) game module. This product focused on the ‘reward’ element resulted from ranking in the quiz session in which it will be passed on to the next game session. The marks and rank that the students gained in the quiz session will reward them with coins or ‘life’ item in their game inventory. This creates a sense of ‘motivation’ in students to do well in their quiz sessions as well as creating a ‘continuance intention’ in using the product which means high tendency to keep executing e-quiz for various other subjects. Based on the survey conducted with 141 respondents, KQ basically managed to fulfill the objectives of the product development which were to increase the students’ (i) motivation as much as 93.7% and (ii) continuance intention in using the gamified e-quiz application as much as 88.72%. Based on the Pearson’s correlation analysis, motivation has a significantly moderate relationship with continuance usage intention, (r = 0.607**, p = 0.000). Moreover, the multiple regression analysis using the enter method also proved that predictor motivation contributed 36.9% towards the continuance intention of the students to use KQ. The product does not only manage to be adopted among the targeted audiences, but based on this study it has a huge future potential as the choice for mobile-based quick formative assessment.
format Article
author Roslan, Rosfuzah
Ahmad Fauzi
Mohd Ayub
Ghazali, Norliza
Zulkifli, Nurul Nadwa
spellingShingle Roslan, Rosfuzah
Ahmad Fauzi
Mohd Ayub
Ghazali, Norliza
Zulkifli, Nurul Nadwa
The development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention
author_facet Roslan, Rosfuzah
Ahmad Fauzi
Mohd Ayub
Ghazali, Norliza
Zulkifli, Nurul Nadwa
author_sort Roslan, Rosfuzah
title The development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention
title_short The development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention
title_full The development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention
title_fullStr The development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention
title_full_unstemmed The development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention
title_sort development of a collaborated gamified e-quiz and strategy game mobile application to increase students' motivation and continuance usage intention
publisher Association for Researcher of Skills & Vocational Training
publishDate 2021
url http://psasir.upm.edu.my/id/eprint/95370/
https://journalarsvot.com/index.php/anp-jssh/article/view/77/88
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score 13.214268