Gamified mobile application as a BCSS to improve motivation for independent study : case Motimoti
Moilanen, Renata (2024-06-13)
Moilanen, Renata
R. Moilanen
13.06.2024
© 2024 Renata Moilanen. Ellei toisin mainita, uudelleenkäyttö on sallittu Creative Commons Attribution 4.0 International (CC-BY 4.0) -lisenssillä (https://creativecommons.org/licenses/by/4.0/). Uudelleenkäyttö on sallittua edellyttäen, että lähde mainitaan asianmukaisesti ja mahdolliset muutokset merkitään. Sellaisten osien käyttö tai jäljentäminen, jotka eivät ole tekijän tai tekijöiden omaisuutta, saattaa edellyttää lupaa suoraan asianomaisilta oikeudenhaltijoilta.
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:oulu-202406144517
https://urn.fi/URN:NBN:fi:oulu-202406144517
Tiivistelmä
Gamification and persuasive design have been recognized as promising approaches in motivating behavior change. In this design science research study, a design artifact is developed at the intersection of these two disciplines. The design artifact is a prototype of a mobile application that aims at fostering motivation for independent study by providing gamified study-related tools and social features. Self-determination theory is used to further enhance and evaluate the motivational effect of the design solution.
The study presents the results based on 142 participants’ experiences of the gamified application. The test results from the survey are analyzed using a mixed methods approach. Partial least squares structural equation modeling shows that out of all constructs, primary task support, dialogue support, perceived persuasiveness, competence, and playfulness have the most significant impact on the intention to use the app. This finding indicates that perceived persuasiveness contributed substantially to the design artifact’s appeal. Qualitative content analysis reveals a great number of advantages and disadvantages within the app, as well as many suggestions for improvement, which should be implemented in further development.
The study presents the results based on 142 participants’ experiences of the gamified application. The test results from the survey are analyzed using a mixed methods approach. Partial least squares structural equation modeling shows that out of all constructs, primary task support, dialogue support, perceived persuasiveness, competence, and playfulness have the most significant impact on the intention to use the app. This finding indicates that perceived persuasiveness contributed substantially to the design artifact’s appeal. Qualitative content analysis reveals a great number of advantages and disadvantages within the app, as well as many suggestions for improvement, which should be implemented in further development.
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