Modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process

Points, Badges and Leader board most of the favourite gamification mechanics has been chosen by many researchers. The purpose of leader board is to view the top scores of players and it can be viewable by all the players. The bottom place in the scoreboard affected motivation in negative way. Some o...

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Main Authors: Daud, Rafizah, Salam, Sazilah, Mohamad, Siti Nurul Mahfuzah, Mohd Yusoff, Azizul
Format: Article
Language:English
Published: American Scientific Publishers 2017
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Online Access:http://eprints.utem.edu.my/id/eprint/22711/2/Modeling%20a%20Mobile%20Gamification%20Model%20To%20Increase%20Student%20Engagement.pdf
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spelling my.utem.eprints.227112023-06-01T16:21:50Z http://eprints.utem.edu.my/id/eprint/22711/ Modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process Daud, Rafizah Salam, Sazilah Mohamad, Siti Nurul Mahfuzah Mohd Yusoff, Azizul L Education (General) LB Theory and practice of education Points, Badges and Leader board most of the favourite gamification mechanics has been chosen by many researchers. The purpose of leader board is to view the top scores of players and it can be viewable by all the players. The bottom place in the scoreboard affected motivation in negative way. Some of researchers concluded that some of the students enjoyed the competition and some of them did not. Categorizing appropriate gaming elements for specific audience is difficult. To retain the player’s engagement, the design of the game mechanics must carefully balance so that learners can compete in each other and everyone has the chance to win. We present this study to determine the best gamification mechanics that will use in the mobile learning environment. Analysis Hierarchy Process (AHP) is used to determine top six gamification elements for three types of gamification instruction interaction dimension. This method breaks the decision making problem into a hierarchy. Then, a pair wise comparisons matrix will develop to establish the priorities among the elements in the hierarchy. This study involved 84 students from Community Colleague as a sample. The result shows that there are 6 gamification elements have been selected regarding the Global Priorities Distribution for criteria for each alternative which is Check points (0.2924) and Memory Game (0.2698) for Learner-Content Interaction. For learner-instructor interaction, the highest vote is Rewards (0.5712) and Trophies-Badges (0.2788). Team Leader board (0.3042) and Redeemable Points (0.2424) are nominated for learner-learner interaction. The weights of the criteria (Gamification Instruction Interaction Dimension) revealed that The Learner-Learner interaction (0.4394) is the most important criteria. The Consistency Ratio of this study is 0.08 is acceptable. The proposed conceptual model will be implementing in mobile learning environment to investigate the learning engagement in cognitive and behaviour for higher education level, as well as the relations between the mechanics and their assumed player types. American Scientific Publishers 2017-09 Article PeerReviewed text en http://eprints.utem.edu.my/id/eprint/22711/2/Modeling%20a%20Mobile%20Gamification%20Model%20To%20Increase%20Student%20Engagement.pdf Daud, Rafizah and Salam, Sazilah and Mohamad, Siti Nurul Mahfuzah and Mohd Yusoff, Azizul (2017) Modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process. Advanced Science Letters, 23 (9). pp. 8707-8712. ISSN 1936-6612 https://www.ingentaconnect.com/content/asp/asl/2017/00000023/00000009/art00129 10.1166/asl.2017.9955
institution Universiti Teknikal Malaysia Melaka
building UTEM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknikal Malaysia Melaka
content_source UTEM Institutional Repository
url_provider http://eprints.utem.edu.my/
language English
topic L Education (General)
LB Theory and practice of education
spellingShingle L Education (General)
LB Theory and practice of education
Daud, Rafizah
Salam, Sazilah
Mohamad, Siti Nurul Mahfuzah
Mohd Yusoff, Azizul
Modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process
description Points, Badges and Leader board most of the favourite gamification mechanics has been chosen by many researchers. The purpose of leader board is to view the top scores of players and it can be viewable by all the players. The bottom place in the scoreboard affected motivation in negative way. Some of researchers concluded that some of the students enjoyed the competition and some of them did not. Categorizing appropriate gaming elements for specific audience is difficult. To retain the player’s engagement, the design of the game mechanics must carefully balance so that learners can compete in each other and everyone has the chance to win. We present this study to determine the best gamification mechanics that will use in the mobile learning environment. Analysis Hierarchy Process (AHP) is used to determine top six gamification elements for three types of gamification instruction interaction dimension. This method breaks the decision making problem into a hierarchy. Then, a pair wise comparisons matrix will develop to establish the priorities among the elements in the hierarchy. This study involved 84 students from Community Colleague as a sample. The result shows that there are 6 gamification elements have been selected regarding the Global Priorities Distribution for criteria for each alternative which is Check points (0.2924) and Memory Game (0.2698) for Learner-Content Interaction. For learner-instructor interaction, the highest vote is Rewards (0.5712) and Trophies-Badges (0.2788). Team Leader board (0.3042) and Redeemable Points (0.2424) are nominated for learner-learner interaction. The weights of the criteria (Gamification Instruction Interaction Dimension) revealed that The Learner-Learner interaction (0.4394) is the most important criteria. The Consistency Ratio of this study is 0.08 is acceptable. The proposed conceptual model will be implementing in mobile learning environment to investigate the learning engagement in cognitive and behaviour for higher education level, as well as the relations between the mechanics and their assumed player types.
format Article
author Daud, Rafizah
Salam, Sazilah
Mohamad, Siti Nurul Mahfuzah
Mohd Yusoff, Azizul
author_facet Daud, Rafizah
Salam, Sazilah
Mohamad, Siti Nurul Mahfuzah
Mohd Yusoff, Azizul
author_sort Daud, Rafizah
title Modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process
title_short Modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process
title_full Modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process
title_fullStr Modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process
title_full_unstemmed Modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process
title_sort modeling a mobile gamification model to increase student engagement: an analysis using analytic hierarchy process
publisher American Scientific Publishers
publishDate 2017
url http://eprints.utem.edu.my/id/eprint/22711/2/Modeling%20a%20Mobile%20Gamification%20Model%20To%20Increase%20Student%20Engagement.pdf
http://eprints.utem.edu.my/id/eprint/22711/
https://www.ingentaconnect.com/content/asp/asl/2017/00000023/00000009/art00129
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