2018
DOI: 10.3991/ijet.v13i05.8425
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Usability Metrics for Gamified E-learning Course: A Multilevel Approach

Abstract: Abstract-This paper discusses the effect of a gamified learning system for students of the master course on Web Design and Programming performed at the Faculty of Organization and Informatics. A new set of usability metrics was derived from web-based learning usability, user experience and instructional design literature and incorporated into the questionnaire which consists of three main categories: Usability, Educational Usability and User Experience. The main contribution of this paper is the development an… Show more

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Cited by 12 publications
(8 citation statements)
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References 26 publications
(59 reference statements)
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“…Domínguez et al (2013) noted that extreme frustration and high affective level of anxiety in a gamified setting could be avoided by carefully designing tasks and learning activities with appropriate levels. This is further supported by Stott and Neustaedter (2013) who posited that frustration in learning can be reduced by carefully embedding the element of progression in gamification. Although many prior studies highlighted the practicality of using games for the learning process, the implementation of gamification in the teaching and learning processes is not broadly used (Treher, 2011;Fatin Kamilia et al, 2018).…”
Section: Affective Levelmentioning
confidence: 81%
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“…Domínguez et al (2013) noted that extreme frustration and high affective level of anxiety in a gamified setting could be avoided by carefully designing tasks and learning activities with appropriate levels. This is further supported by Stott and Neustaedter (2013) who posited that frustration in learning can be reduced by carefully embedding the element of progression in gamification. Although many prior studies highlighted the practicality of using games for the learning process, the implementation of gamification in the teaching and learning processes is not broadly used (Treher, 2011;Fatin Kamilia et al, 2018).…”
Section: Affective Levelmentioning
confidence: 81%
“…As mentioned by Domínguez et al (2013) and Fatin Kamilia et al (2018), extreme frustration and anxiety in a gamified setting can be avoided by carefully designing tasks and learning activities with appropriate levels. This is further supported by Stott and Neustaedter (2013), where they posited that frustration in learning can be reduced by carefully embedding the element of progression into gamification.…”
Section: Challenges Of Using Kahoot In Tertiary Level Classroommentioning
confidence: 87%
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“…Jika mengacu pada paper (Sobodić et al 2018), maka user experience dan educational usability nya tidak akan jauh beda dari usability ini yang bermakna bahwa aplikasi ini cukup baik untuk dilanjutkan penggunaannya.…”
Section: Hasil Analisa Tematikunclassified
“…Gamification can be defined as "The use of game elements and game-design techniques in non-game contexts" [9, p.26]. It can be used in a variety of contexts for engagement growth [10] [11]. The main advantages are:…”
Section: Introductionmentioning
confidence: 99%