Erudite Survivor: Usability Testing of a Gamification-based Mobile App for Disaster Awareness Among Children

Numerous peer-reviewed studies describe designs for a mobile application for children based on gamification and catastrophe awareness. However, few articles give extensive evaluations of their solutions’ usability for end users. The purpose of this study is to present the usability assessment findin...

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Bibliographic Details
Main Authors: Zulfadli Hazim, Zul Azlan, Syahrul Nizam, Junaini
Format: Article
Language:English
Published: Semarak Ilmu Publishing 2023
Subjects:
Online Access:http://ir.unimas.my/id/eprint/42706/3/Erudite.pdf
http://ir.unimas.my/id/eprint/42706/
https://semarakilmu.com.my/journals/index.php/applied_sciences_eng_tech/article/view/2092
https://doi.org/10.37934/araset.31.3.290298
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Institution: Universiti Malaysia Sarawak
Language: English
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Summary:Numerous peer-reviewed studies describe designs for a mobile application for children based on gamification and catastrophe awareness. However, few articles give extensive evaluations of their solutions’ usability for end users. The purpose of this study is to present the usability assessment findings of a mobile app aimed at raising children’s catastrophe awareness in Malaysia. The study includes 12 target users to test the usability of the Erudite Survivor mobile app prototype. The test evaluation contains a pre-test, post-task and post-test questionnaire (Post-Study System Usability Questionnaire). The primary sections of this Post-Study System Usability Questionnaire are Overall Satisfaction, System Usefulness, Information Quality, and Interface Quality. The Post-Study System Usability Questionnaire revealed the following mean scores: Overall satisfaction (2.09), System Usefulness (2.03), Information Quality (2.06), and Interface Quality (2.25). Users of the prototype were satisfied with the application because the score was near to 1. This application’s capacity to teach children about disaster awareness might be viewed as the initial step toward a future improvement of gamification-based disaster education among Malaysian children.