Human-Computer Interaction and Beyond: Advances Towards Smart and Interconnected Environments (Part I) by Thakur Nirmalya;B.D. Parameshachari;

Human-Computer Interaction and Beyond: Advances Towards Smart and Interconnected Environments (Part I) by Thakur Nirmalya;B.D. Parameshachari;

Author:Thakur, Nirmalya;B.D., Parameshachari;
Language: eng
Format: epub
Publisher: Bentham Science Publishers
Published: 2021-09-07T00:00:00+00:00


Gamification and User Experience (UX)

User experience applies to all forms of end-user engagement with an application or service such as the internet, computer programs, mobile apps, or online platforms [36-39]. As identified by [40], user experience has a personal aspect as it deals with the individual’s experience and perspective. Users will continue using an app or service if they are satisfied with the user experience and engagement. Ultimately, gamified learning platforms aim to enhance the student learning experience. This can result in improved attendance, engagement, proactiveness, and performance [41].

Literature in the education context shows online learning facilitates active learning, direct feedback, flexibility, study intensity, and easy access to resources [28, 29, 42]. However, if the user does not perceive the application or service as dynamic, challenging, satisfying, or enjoyable, this could negatively affect the user experience [43, 44]. Consequently, a negative user experience may be detrimental to motivation, participation, and continued usage intentions. Similarly, previous studies attest that technology significantly influences students’ behavior and their experiences [45]. Thus, it becomes critical to address usability issues throughout the game interface, mechanics, and gameplay [38, 46]. In brief, a successful gamification design enables users to connect with the interface and might encourage them to continue engaging with the system.

The literature shows a few empirical studies on various game elements implemented in the educational context. The results were unclear, making it difficult to conclude the efficacy of these interventions. Simultaneously, some studies show a positive impact of gamification on behavior and performance in the learning environment, while other studies reported negative or neutral effects [40, 41, 47, 48]. Hence, it becomes challenging to successfully deliver a game-based online learning intervention that utilizes user experience to improve student participation and academic performance. Accordingly, the research community needs to investigate further in this context.



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