Research Article
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Year 2024, Volume: 25 Issue: 3, 167 - 182, 01.07.2024
https://doi.org/10.17718/tojde.1315427

Abstract

Project Number

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

References

  • 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

Year 2024, Volume: 25 Issue: 3, 167 - 182, 01.07.2024
https://doi.org/10.17718/tojde.1315427

Abstract

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.

Supporting Institution

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

Project Number

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

References

  • 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.
There are 5 citations in total.

Details

Primary Language English
Subjects Lifelong learning
Journal Section Articles
Authors

Mahfudzah Othman 0000-0001-6753-8022

Aznoora Osman This is me 0000-0003-2497-5059

Siti Zulaiha Ahmad This is me 0000-0001-8529-0171

Natrah Abdullah This is me 0000-0001-5463-8913

Project Number FRGS/1/2022/ICT03/UITM/02/3.
Publication Date July 1, 2024
Submission Date June 17, 2023
Published in Issue Year 2024 Volume: 25 Issue: 3

Cite

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