Ontology highlight
ABSTRACT: Background
Gamification has remarkable potential in the learning space. The process of creating a gamified system and its influence on human behavior reflect the interaction between educators and machines.Objective
The purpose of this pilot study was to present Ethoshunt as a gamification-based mobile app that can be used in teaching and learning ethics.Methods
This study involved a mixed-methods research design. The researchers surveyed 39 undergraduate students who were introduced to Ethoshunt in order to examine the relationships between mobile app usability and positive emotions, ethical competency, and user experience. Affinity diagramming was used as a tool to organize the opinions and experiences of participants using featured gamification elements.Result
SUBMITTER: Zakaria NS
PROVIDER: S-EPMC7445620 | biostudies-literature | 2020 Aug
REPOSITORIES: biostudies-literature