Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2024, Cilt: 25 Sayı: 3, 167 - 182, 01.07.2024
https://doi.org/10.17718/tojde.1315427

Öz

Proje Numarası

FRGS/1/2022/ICT03/UITM/02/3.

Kaynakça

  • Alabbasi, D. (2017). Exploring Graduate Students’ Perspectives Towards Using Gamification Techniques in Online Learning. Turkish Online Journal of Distance Education, 18 (3), 180–196. DOI: 10.17718/ tojde.328951.
  • Allen, M. (2014). Leaving ADDIE for SAM: An agile model for developing the best learning experiences. American Society for Training and Development.
  • Alshammari, M. T. (2019). Design and Learning Effectiveness Evaluation of Gamification in e-Learning Systems, International Journal of Advanced Computer Science and Applications (IJACSA), 10(9), 2019.
  • Alsubhi, M. A., Ashaari, N. S. & Wook, T.S.M.T. (2021). Design and evaluation of an engagement framework for e-learning gamification, International Journal of Advanced Computer Science and Applications (IJACSA), 12(9).
  • Carbonaro, A. (2019). Good practices to influence engagement and learning outcomes on a traditional introductory programming course. Interactive Learning Environments, 27(7), pp. 919–926.

INTEGRATING SEGMENTING AND GAMIFICATION PRINCIPLES IN THE DESIGN OF INTERACTIVE GAMIFIED PROGRAMMING ASSESSMENTS FOR LOW ACHIEVERS

Yıl 2024, Cilt: 25 Sayı: 3, 167 - 182, 01.07.2024
https://doi.org/10.17718/tojde.1315427

Öz

This paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen’s design guidelines and incorporates Zaharias’ usability evaluation framework with the motivation to learn. The methodology employed the Successive Approximation Model Version 2 (SAM2), comprising two key phases: preparation and iterative design. In the initial phase, a comparative analysis was performed to determine the design principles. The iterative design phase encompassed the application’s design via storyboards, the development of the high-fidelity prototype, and users’ reviews. A qualitative approach was adopted, involving a user-centred design (UCD) session through focus group discussions with 12 first-year students from the Diploma of Computer Science program, all of whom were low achievers in programming. The participants need to review and rate the prototype based on the scales of the usability recommendations, which are visual design, content design, navigation, interaction, gamification design, and multimedia design. The results from the UCD session revealed that all participants agreed with the usability recommendations integrated into the interactive gamified programming assessments, with the highest mean score of 5.00.

Destekleyen Kurum

This research was funded and supported by the Ministry of Higher Education (MOHE) Malaysia, with a grant from the Fundamental Research Grant Scheme (FRGS)

Proje Numarası

FRGS/1/2022/ICT03/UITM/02/3.

Kaynakça

  • Alabbasi, D. (2017). Exploring Graduate Students’ Perspectives Towards Using Gamification Techniques in Online Learning. Turkish Online Journal of Distance Education, 18 (3), 180–196. DOI: 10.17718/ tojde.328951.
  • Allen, M. (2014). Leaving ADDIE for SAM: An agile model for developing the best learning experiences. American Society for Training and Development.
  • Alshammari, M. T. (2019). Design and Learning Effectiveness Evaluation of Gamification in e-Learning Systems, International Journal of Advanced Computer Science and Applications (IJACSA), 10(9), 2019.
  • Alsubhi, M. A., Ashaari, N. S. & Wook, T.S.M.T. (2021). Design and evaluation of an engagement framework for e-learning gamification, International Journal of Advanced Computer Science and Applications (IJACSA), 12(9).
  • Carbonaro, A. (2019). Good practices to influence engagement and learning outcomes on a traditional introductory programming course. Interactive Learning Environments, 27(7), pp. 919–926.
Toplam 5 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Hayat Boyu Öğrenme
Bölüm Articles
Yazarlar

Mahfudzah Othman 0000-0001-6753-8022

Aznoora Osman Bu kişi benim 0000-0003-2497-5059

Siti Zulaiha Ahmad Bu kişi benim 0000-0001-8529-0171

Natrah Abdullah Bu kişi benim 0000-0001-5463-8913

Proje Numarası FRGS/1/2022/ICT03/UITM/02/3.
Yayımlanma Tarihi 1 Temmuz 2024
Gönderilme Tarihi 17 Haziran 2023
Yayımlandığı Sayı Yıl 2024 Cilt: 25 Sayı: 3

Kaynak Göster

APA Othman, M., Osman, A., Ahmad, S. Z., Abdullah, N. (2024). INTEGRATING SEGMENTING AND GAMIFICATION PRINCIPLES IN THE DESIGN OF INTERACTIVE GAMIFIED PROGRAMMING ASSESSMENTS FOR LOW ACHIEVERS. Turkish Online Journal of Distance Education, 25(3), 167-182. https://doi.org/10.17718/tojde.1315427