International Journal of Interactive Mobile Technologies (iJIM) · 2019 · 68 citations · 40 references
EducationEducational TechnologyPsychologyInstructional DesignInteractive MediaUser Experience DesignEmotional Well-beingMental Well-beingMobile Application DevelopmentMobile LearningMobile User ExperiencePsychological Well-beingControl Group DesignGamificationGamification EffectsGamified LearningGraduate CurriculumMatched Control GroupStudent Well-beingWell-being
<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>
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From game design elements to gamefulness
Sebastian Deterding, Dan Dixon, Rilla Khaled et al. · 2011 · 7.8K citations