Claim Missing Document
Check
Articles

Found 2 Documents
Search

Teachers' readiness to Use Mobile Gamification in Teaching and Learning in Primary Schools in South Kinta District Anamalai, Tasaratha Rajan; Yatim, Maizatul Hayati Mohamad
Journal of Education for Sustainability and Diversity Vol. 1 No. 1 (2022)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (74.098 KB) | DOI: 10.57142/jesd.v1i1.8

Abstract

This study examined Teachers' readiness to use mobile gamification in teaching and learning (T&L) activities at primary schools in the South Kinta District. A quantitative approach with a questionnaire as a research instrument had been selected for this study. The sample consisted of 180 primary school teachers at South Kinta District. Study variables included in the study were; perceptions of teachers’ readiness; knowledge of teachers’ readiness, skills of teachers’ readiness; and challenges as well as issues. Results showed that all variables were at a moderate mean level as a whole; perceptions of teachers’ readiness (M = 2.87, SP = .455); knowledge of teachers’ readiness (M = 2.86, SP = .600); skills of teachers’ readiness (M = 2.61, SP = .554); and challenges and issues (M = 2.87, SP = .460). In conclusion, the results implied that the teachers' readiness to use mobile gamification in T&L at primary schools in the South Kinta District is at a moderate level and requires proactive efforts from school administrators and the Ministry of Education towards increasing teachers' interest.
Systematic Literature Review of HCI Principles in Role – Playing Game Design: Towards a Comprehensive Framework for Enhancing Programming Skills Setiawan, Panji Rachmat; Yatim, Maizatul Hayati Mohamad
Sistemasi: Jurnal Sistem Informasi Vol 15, No 1 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i1.5493

Abstract

The absence of a comprehensive Human-Computer Interaction (HCI) framework specifically tailored for Role-Playing Games (RPGs) in programming skill development represents a critical research gap. This study conducts a systematic literature review (SLR) to synthesize interdisciplinary insights from game design, HCI, and cognitive psychology, aiming to establish foundational guidelines for integrating HCI principles into RPG design. Thirty peer-reviewed studies published between 2019 and 2025 were analyzed using the PRISMA approach. Findings reveal that embedding programming tasks into narrative-driven gameplay, supported by adaptive interfaces and motivational gamification, enhances learner engagement by approximately 35-50%, usability by 30-40%, and perceived effectiveness by 25-45%, depending on design strategies. Despite these promising outcomes, existing research remains fragmented, lacking a unified conceptual model linking usability, motivation, and technological innovation within RPG-based learning environments. This review identifies five key design dimensions usability heuristics, adaptive interaction, gamified motivation, narrative immersion, and personalization as essential to improving programming skill acquisition for novice users. Accordingly, the study proposes a preliminary structured framework to guide future RPG development that balances player experience with measurable learning outcomes. The novelty of this work lies in consolidating HCI principles into a systematic model for RPG-based programming learning, bridging the current gap between interaction design and educational functionality.