Gamification of Mobile Educational Software
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Abstract
The overall theme of this thesis is the study of incorporating gamification design approaches in the creation of mobile educational software. The research presented in this thesis focuses on the design and testing of software created to teach introductory computer science and literacy concepts to postsecondary and adult learners. A study testing the relative effectiveness and subjective user enjoyment of different interfaces for a mobile game is also included in this thesis, as the results of the study led to the primary research objectives investigated in further studies. Our primary research objective was to investigate whether using gamification design approaches to mobile educational software could result in student engagement and learning. Our central hypothesis is that gamification design approaches can be used to create engaging and educationally effective mobile educational software. Our secondary research objective is to determine how mobile educational software can be made more or less engaging and educationally effective through gamification design approaches, by trying different approaches, testing the resulting applications, and reporting the findings. Three studies were conducted based on these objectives, one study to teach various computer science concepts to students in a first year computer science course with iPad applications, and two studies which used iPad applications to teach punctuation and homonyms, and improve reading comprehension. The studies document the design of the applications, and provide
analysis and conclusions based on the results of testing. Through the results of these studies we affirm our hypothesis. We make design suggestions for software creators, such as providing corrective feedback to the user. We discuss common themes that emerged across the studies, including how to best use educational software. Finally, as avenues for future work, we suggest investigating the impromptu social effects of using tablet software in a classroom, and the development of a usability testing platform.