Toward Usability Testing of Motivational Affordances through Gamification
Motivation is fundamental for user engagement in applications. In particular, in educational software systems, gamification is widely used to try to increase student performance and well-being, as it comprises motivational benefits. However, the effectiveness of gamification has sometimes been under...
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Published in | International journal of human-computer interaction Vol. 40; no. 9; pp. 2398 - 2414 |
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Main Authors | , , |
Format | Journal Article |
Language | English |
Published |
Norwood
Taylor & Francis
02.05.2024
Lawrence Erlbaum Associates, Inc |
Subjects | |
Online Access | Get full text |
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Summary: | Motivation is fundamental for user engagement in applications. In particular, in educational software systems, gamification is widely used to try to increase student performance and well-being, as it comprises motivational benefits. However, the effectiveness of gamification has sometimes been under question, since a variety of research experiments with the same gamification elements result in conflicting outcomes. Advancement in motivational psychology allows us to relate how perceptions are predictors of well-being and performance. With this purpose, relevant studies have been researched directing the user toward the desired outcomes, and a usability checklist has been developed to assess Motivational Information Systems. We then carried out an experiment from the perception questionnaires and the performance of the students to evaluate a particular gamification system in an educational context. The observed results from the field study have validated the applicability of the checklist, as the predictions were consistent with the literature. |
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ISSN: | 1044-7318 1532-7590 1044-7318 |
DOI: | 10.1080/10447318.2022.2162277 |