Editorial Notes
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ABSTRACT
Games have been known as a method for entertaining humans. The field of gaming has been amazingly growing to be adopted by various domains, including education. The main aim of education is to facilitate students with all learning process for acquiring knowledge. Gamification is the process of adding gaming features to the learning process. The research community in a learning area has discovered that gaming elements motivate students to gain higher scores. Despite learning research community has conducted studied and analyzed students' academic performance with the use of the gamified educational platform, to the best of our knowledge none research has been conducted on evaluating usability features of online gamified applications. Usability is the main issue when it comes to evaluating any applications. The aim of this research is to evaluate the usability of gamified features in online gamified applications, in a learning context. Learnability and flexibility factors are studied in this research; a usability experiment had been conducted on a gamified learning platform codeavengers.com. A focus study group involving 10 undergraduate students at the Princess Sumaya University for Technology were selected to participate in this study. The participants were given tasks to solve programming problems. Survey questionnaire and observation methods were used in collecting data. The findings suggest that the existing gamified e-learning platform has provided gaming features support learnability and flexibility factors. The findings also indicate that gamified features stimulate interest in learning not only among gamer students but also non-gamer students. However, the element of predictability should be enhanced such that users will not rely on their gaming experience in interacting with the gamified learning application.
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Index Terms
- Usability evaluation on gamified e-learning platforms
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