Apply Gamification-Based for UI of M-learning to Support the New Normal Life: A Case Study of Human Computer Interaction Course

  • Pijitra jomsri Faculty of Science and Technology, Suan Sunandha Rajabhat University
  • Dulyawit Prangchumpol Faculty of Science and Technology, Suan Sunandha Rajabhat University
  • Busarin Eaimtanakul Faculty of Science and Technology, Suan Sunandha Rajabhat University
Keywords: Gamification, User Interface, UX/UI, M-Learning

Abstract

          The purposes of this research are to design an interface for teaching with Gamification-Based to enhance the achievement of online learning and support a new normal life. Secondly, to study the level of satisfaction of learners towards learning activities according to the game concept. The Development of a prototype requires 50 students of the third-year student in the department of information technology for testing. Performance testing and evaluation process are 1) heat map analysis 2) expert evaluation 3) evaluation of satisfaction with the user interface prototype gamification. In addition, the result of developing interface prototype based on Gamification technique to support teaching and learning in the Human-Computer Interaction course is suitable. Evaluation results showed that Heat Map analysis suggests users understand and can select or click the items that user wants. Moreover, satisfaction assessment showed a high level. The mean value is 4.26, and a standard deviation is 0.33.

Published
2022-12-25
How to Cite
jomsriP., PrangchumpolD., & EaimtanakulB. (2022). Apply Gamification-Based for UI of M-learning to Support the New Normal Life: A Case Study of Human Computer Interaction Course. Journal of Academic Information and Technology, 3(2), 17-28. Retrieved from http://www.jait.ssru.ac.th/index.php/JAIT/article/view/56
Section
Research Articles