Testing EthoshuntTM as a Gamification-Based Mobile Application in Ethics Education: Mixed Methods Pilot Study (Preprint)

2020 
BACKGROUND Gamification has a remarkable potential in learning space. The transition from what is gamified and how it is gamified, moving from output to social behaviors, is about creating new communities where educators and machines interact. OBJECTIVE The purpose of this pilot study is to present EthoshuntTM as a gamification-based mobile application, a tool that is used in teaching and learning ethics education. METHODS The current study involved a mixed methods research design. The researchers have surveyed 39 undergraduate students who have been introduced to EthoshuntTM to examine the relationship between: (a) positive emotions, ethical competency as well as user experience; and (b) mobile application usability. Affinity diagramming was used as a tool to organize the opinions and experiences of participants using featured gamification elements. RESULTS The game dynamics and game mechanics have explained the functionality of EthoshuntTM. In addition, learning flow through EthoshuntTM is discussed. Overall, findings were positive and positive emotions reported high strength of relationship with respect to usability of mobile application (r = .744, P < .001), followed by ethical competency (r = .686, P < .001), and user experience (r = .614, P < .001). CONCLUSIONS Positive emotions could be perceived as important dimension in the development and determining usability of EthoshuntTM. The researchers suggest that gamification-based mobile application advocated in this study may provide ideas for ethics educators who wish to develop technology-mediated learning environment.
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