INTEGRATING SEGMENTING AND GAMIFICATION PRINCIPLES IN THE DESIGN OF INTERACTIVE GAMIFIED PROGRAMMING ASSESSMENTS FOR LOW ACHIEVERS

IF 1.9 Q2 EDUCATION & EDUCATIONAL RESEARCH
M. Othman, Aznoora Osman, Siti Zulaiha Ahmad, Natrah Abdullah
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引用次数: 0

Abstract

This 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.
在为成绩差的学生设计互动游戏化编程评估时,整合细分和游戏化原则
本文讨论了基于多媒体分割原理和游戏化的编程入门课程互动游戏化评估设计。其目的是为成绩较差的学生开发更具吸引力的在线编程评估。总体设计遵循尼尔森的设计指南,并将 Zaharias 的可用性评估框架与学习动机相结合。设计方法采用了连续逼近模型第二版(SAM2),包括两个关键阶段:准备和迭代设计。在初始阶段,进行比较分析以确定设计原则。迭代设计阶段包括通过故事板设计应用程序、开发高保真原型以及用户评审。我们采用了定性方法,通过与 12 名计算机科学文凭课程的一年级学生(均为编程成绩较差的学生)进行焦点小组讨论,开展以用户为中心的设计(UCD)工作。参与者需要根据可用性建议的尺度(即视觉设计、内容设计、导航、交互、游戏化设计和多媒体设计)对原型进行审查和评分。UCD 环节的结果显示,所有参与者都同意将可用性建议融入互动游戏化编程评估中,平均得分最高的是 5.00 分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Turkish Online Journal of Distance Education
Turkish Online Journal of Distance Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.80
自引率
0.00%
发文量
41
审稿时长
8 weeks
期刊介绍: The Turkish Online Journal of Distance Education (TOJDE) is a peer-reviewed quarterly e-journal. International in scope, this scholarly e-journal publishes refereed articles focusing on the issues and challenges of providing theory, research and information services to global learners in any kind of distance education or open learning applications. TOJDE will particularly strive to meet the continuing education needs of practitioners and educators by providing a forum for the discussion of extended learning strategies, policies and practices, and trends in information technology as they impact the delivery of student support services for distance learners and faculties.
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