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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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
id my.unimas.ir.42706
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spelling my.unimas.ir.427062023-10-06T01:31:27Z http://ir.unimas.my/id/eprint/42706/ Erudite Survivor: Usability Testing of a Gamification-based Mobile App for Disaster Awareness Among Children Zulfadli Hazim, Zul Azlan Syahrul Nizam, Junaini QA75 Electronic computers. Computer science QA76 Computer software 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. Semarak Ilmu Publishing 2023-08 Article PeerReviewed text en http://ir.unimas.my/id/eprint/42706/3/Erudite.pdf Zulfadli Hazim, Zul Azlan and Syahrul Nizam, Junaini (2023) Erudite Survivor: Usability Testing of a Gamification-based Mobile App for Disaster Awareness Among Children. Journal of Advanced Research in Applied Sciences and Engineering Technology, 31 (3). pp. 290-298. ISSN 2462-1943 https://semarakilmu.com.my/journals/index.php/applied_sciences_eng_tech/article/view/2092 https://doi.org/10.37934/araset.31.3.290298
institution Universiti Malaysia Sarawak
building Centre for Academic Information Services (CAIS)
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sarawak
content_source UNIMAS Institutional Repository
url_provider http://ir.unimas.my/
language English
topic QA75 Electronic computers. Computer science
QA76 Computer software
spellingShingle QA75 Electronic computers. Computer science
QA76 Computer software
Zulfadli Hazim, Zul Azlan
Syahrul Nizam, Junaini
Erudite Survivor: Usability Testing of a Gamification-based Mobile App for Disaster Awareness Among Children
description 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.
format Article
author Zulfadli Hazim, Zul Azlan
Syahrul Nizam, Junaini
author_facet Zulfadli Hazim, Zul Azlan
Syahrul Nizam, Junaini
author_sort Zulfadli Hazim, Zul Azlan
title Erudite Survivor: Usability Testing of a Gamification-based Mobile App for Disaster Awareness Among Children
title_short Erudite Survivor: Usability Testing of a Gamification-based Mobile App for Disaster Awareness Among Children
title_full Erudite Survivor: Usability Testing of a Gamification-based Mobile App for Disaster Awareness Among Children
title_fullStr Erudite Survivor: Usability Testing of a Gamification-based Mobile App for Disaster Awareness Among Children
title_full_unstemmed Erudite Survivor: Usability Testing of a Gamification-based Mobile App for Disaster Awareness Among Children
title_sort erudite survivor: usability testing of a gamification-based mobile app for disaster awareness among children
publisher Semarak Ilmu Publishing
publishDate 2023
url 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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