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dc.contributor.authorOthman, Mahfudzah
dc.contributor.authorOsman, Aznoora
dc.contributor.authorAhmad, Siti Zulaiha
dc.contributor.authorAbdullah, Natrah
dc.date.accessioned2024-10-04T08:30:45Z
dc.date.available2024-10-04T08:30:45Z
dc.date.issued2024en_US
dc.identifier.citationOthman, M, Osman, A, Ahmad, S, Z, Abdullah, N. (2024). Integrating segmenting and gamification principles in the design of interactive gamified programming assessments for low achievers. The Turkish Online Journal of Distance Education (TOJDE), 25 (3), 167-182.en_US
dc.identifier.issn1302-6488
dc.identifier.urihttps://hdl.handle.net/11421/28727
dc.description.abstractThis paper discusses the design of interactive gamified assessments for an introductory programming course based on the multimedia segmenting principle and gamification. The objective is to develop more engaging online programming assessments for low-achieving students. The general design follows Nielsen’s design guidelines and incorporates Zaharias’ usability evaluation framework with the motivation to learn. The methodology employed the Successive Approximation Model Version 2 (SAM2), comprising two key phases: preparation and iterative design. In the initial phase, a comparative analysis was performed to determine the design principles. The iterative design phase encompassed the application’s design via storyboards, the development of the high-fidelity prototype, and users’ reviews. A qualitative approach was adopted, involving a user-centred design (UCD) session through focus group discussions with 12 first-year students from the Diploma of Computer Science program, all of whom were low achievers in programming. The participants need to review and rate the prototype based on the scales of the usability recommendations, which are visual design, content design, navigation, interaction, gamification design, and multimedia design. The results from the UCD session revealed that all participants agreed with the usability recommendations integrated into the interactive gamified programming assessments, with the highest mean score of 5.00.en_US
dc.language.isoengen_US
dc.publisherAnadolu Üniversitesien_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectInteractiveen_US
dc.subjectAssessmenten_US
dc.subjectProgrammingen_US
dc.subjectSegmenting Principleen_US
dc.subjectGamificationen_US
dc.titleIntegrating segmenting and gamification principles in the design of interactive gamified programming assessments for low achieversen_US
dc.typearticleen_US
dc.relation.journalThe Turkish Online Journal of Distance Education (TOJDE)en_US
dc.contributor.departmentAnadolu Üniversitesien_US
dc.identifier.volume25en_US
dc.identifier.issue3en_US
dc.identifier.startpage167en_US
dc.identifier.endpage182en_US
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Başka Kurum Yazarıen_US


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