Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study

BackgroundGamification has remarkable potential in the learning space. The process of creating a gamified system and its influence on human behavior reflect the interaction between educators and machines. ObjectiveThe purpose of this pilot study was to present Ethoshunt as a gamification...

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Main Authors: Zakaria, Noor Syamilah, Saripan, M Iqbal, Subarimaniam, Neerushah, Ismail, Alyani
Format: Article
Language:English
Published: JMIR Publications 2020-08-01
Series:JMIR Serious Games
Online Access:http://games.jmir.org/2020/3/e18247/
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author Zakaria, Noor Syamilah
Saripan, M Iqbal
Subarimaniam, Neerushah
Ismail, Alyani
author_facet Zakaria, Noor Syamilah
Saripan, M Iqbal
Subarimaniam, Neerushah
Ismail, Alyani
author_sort Zakaria, Noor Syamilah
collection DOAJ
description BackgroundGamification has remarkable potential in the learning space. The process of creating a gamified system and its influence on human behavior reflect the interaction between educators and machines. ObjectiveThe purpose of this pilot study was to present Ethoshunt as a gamification-based mobile app that can be used in teaching and learning ethics. MethodsThis study involved a mixed-methods research design. The researchers surveyed 39 undergraduate students who were introduced to Ethoshunt in order to examine the relationships between mobile app usability and positive emotions, ethical competency, and user experience. Affinity diagramming was used as a tool to organize the opinions and experiences of participants using featured gamification elements. ResultsGame dynamics and game mechanics explained the functionality of Ethoshunt. In addition, the learning flow through Ethoshunt was discussed. Overall, the findings were positive, and mobile app usability had the strongest relationship with positive emotions (r=0.744, P<.001), followed by ethical competency (r=0.686, P<.001) and user experience (r=0.614, P<.001). ConclusionsPositive emotions could be perceived as an important dimension in the development and usability of Ethoshunt. The researchers suggest that the gamification-based mobile app advocated in this study may provide ideas for ethics educators who wish to develop a technology-mediated learning environment.
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spelling doaj.art-92e6c6dd2acc445785cfad70082a7f272022-12-21T20:00:23ZengJMIR PublicationsJMIR Serious Games2291-92792020-08-0183e1824710.2196/18247Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods StudyZakaria, Noor SyamilahSaripan, M IqbalSubarimaniam, NeerushahIsmail, AlyaniBackgroundGamification has remarkable potential in the learning space. The process of creating a gamified system and its influence on human behavior reflect the interaction between educators and machines. ObjectiveThe purpose of this pilot study was to present Ethoshunt as a gamification-based mobile app that can be used in teaching and learning ethics. MethodsThis study involved a mixed-methods research design. The researchers surveyed 39 undergraduate students who were introduced to Ethoshunt in order to examine the relationships between mobile app usability and positive emotions, ethical competency, and user experience. Affinity diagramming was used as a tool to organize the opinions and experiences of participants using featured gamification elements. ResultsGame dynamics and game mechanics explained the functionality of Ethoshunt. In addition, the learning flow through Ethoshunt was discussed. Overall, the findings were positive, and mobile app usability had the strongest relationship with positive emotions (r=0.744, P<.001), followed by ethical competency (r=0.686, P<.001) and user experience (r=0.614, P<.001). ConclusionsPositive emotions could be perceived as an important dimension in the development and usability of Ethoshunt. The researchers suggest that the gamification-based mobile app advocated in this study may provide ideas for ethics educators who wish to develop a technology-mediated learning environment.http://games.jmir.org/2020/3/e18247/
spellingShingle Zakaria, Noor Syamilah
Saripan, M Iqbal
Subarimaniam, Neerushah
Ismail, Alyani
Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
JMIR Serious Games
title Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_full Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_fullStr Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_full_unstemmed Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_short Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study
title_sort assessing ethoshunt as a gamification based mobile app in ethics education pilot mixed methods study
url http://games.jmir.org/2020/3/e18247/
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AT subarimaniamneerushah assessingethoshuntasagamificationbasedmobileappinethicseducationpilotmixedmethodsstudy
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