Accepted for/Published in: JMIR Serious Games
Date Submitted: Feb 13, 2020
Date Accepted: Jun 3, 2020
Date Submitted to PubMed: Jul 14, 2020
Testing EthoshuntTM as a Gamification-Based Mobile Application in Ethics Education: Mixed Methods Pilot Study
ABSTRACT
Background:
Gamification has a remarkable potential in learning space. The transition from what is gamified and how it is gamified, moving from output to social behavior, is about creating new communities where educators and machines interact.
Objective:
The current study develops EthoshuntTM as a gamification-based mobile application, a tool that is used in teaching and learning ethics education.
Methods:
The current research involves a mix-method design. The researchers have surveyed undergraduate students to examine the relationship between: (a) positive emotions, ethical competency as well as user experience; and (b) mobile application usability.
Results:
The game dynamics and game mechanics have explained the functionality of EthoshuntTM. In addition, learning flow through EthoshuntTM is discussed. Overall, findings were positive and positive emotions reported high strength of relationship with respect to usability of mobile application, followed by ethical competency and user experience.
Conclusions:
Positive emotions could be perceived as important dimension in the development of EthoshuntTM. The researchers suggest that the gamification-based mobile application advocated in this research may provide ideas for educators who wish to develop technology-mediated learning environment.
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