Abstract

<p>The aim of this research is to design a proposed model for Mobile Digital Content Applications Based on Gamification and measure its effectiveness in the development of psychological well-being among the graduate students of King Abdulaziz University who are challenged with issues related to the nature of postgraduate studies, which may affect their levels of psychological well-being. Research sample consisted of (62) students, particularly those who are students of the postgraduate programs at King Abdulaziz University. The study has applied the semi-experimental approach that is based on two group design. The experimental group used an application version called "My Academic Advisor", which was developed according to the proposed model, while the control group used a version that did not include any methods or tools for gamification. A measure of psychological well-being was built through the mobile digital content applications. The measure in its final version consisted of 6 themes that included (36) indicators of psychological well-being; 6 indicators for each theme. The results of the application showed the effectiveness of the proposed model of the gamification in the development of psychological well-being among the experimental group students compared to the students of the control group.</p>

Highlights

  • Gamification is a trend in research that recently has become popular in educational

  • 4.2 The proposed model for (MDCA) Based on gamification: The mobile digital content application gamifications suggested model is reached as discussed in the research procedures

  • The Model (3) included basic components for Mobile Digital Content Applications (MDCA), model (10) covers characteristics of gamification using the mobile digital content application, (7) characteristics of mobile applications in general, (10) diverse mechanisms, (5) dynamic elements of gamification, (4) theories forming the basic principles of the gamification system, (3) gamification tools, (3) principles for managing incentives, and Figure (3) below illustrates the components of the proposed model and Details

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Summary

Introduction

Gamification is a trend in research that recently has become popular in educational. It refers to applying attributes and elements of games in educational contexts that are not play-based, that is, to bring fun and motivation to the educational environments, and to turn monotony and stereotyping learning events into an enjoyment experience [1, 2] Gamification in educational environment means raising challenges within the iJIM ‒ Vol 13, No 8, 2019. The results have shown an effect degree of (0.6) in favor of groups that obtained additional external incentives, which means that it is difficult to develop an educational system without considering the motivational system involved in this system

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