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      Assessing Ethoshunt as a Gamification-Based Mobile App in Ethics Education: Pilot Mixed-Methods Study

      research-article
      , BEd, MEd, PhD 1 , , , BEng, PhD 2 , , BSocSc, MSc 1 , , BEng, MSc, PhD 2
      (Reviewer), (Reviewer)
      JMIR Serious Games
      JMIR Publications
      gamification, ethics, education, ethics education, ethical competency, mobile app, mobile app usability

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          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.

          Results

          Game dynamics and game mechanics explained the functionality of Ethoshunt. In addition, the learning flow through Ethoshunt was discussed. Overall, the findings were positive, and mobile app usability had the strongest relationship with positive emotions ( r=0.744, P<.001), followed by ethical competency ( r=0.686, P<.001) and user experience ( r=0.614, P<.001).

          Conclusions

          Positive emotions could be perceived as an important dimension in the development and usability of Ethoshunt. The researchers suggest that the gamification-based mobile app advocated in this study may provide ideas for ethics educators who wish to develop a technology-mediated learning environment.

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          Most cited references44

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          The role of positive emotions in positive psychology. The broaden-and-build theory of positive emotions.

          In this article, the author describes a new theoretical perspective on positive emotions and situates this new perspective within the emerging field of positive psychology. The broaden-and-build theory posits that experiences of positive emotions broaden people's momentary thought-action repertoires, which in turn serves to build their enduring personal resources, ranging from physical and intellectual resources to social and psychological resources. Preliminary empirical evidence supporting the broaden-and-build theory is reviewed, and open empirical questions that remain to be tested are identified. The theory and findings suggest that the capacity to experience positive emotions may be a fundamental human strength central to the study of human flourishing.
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            Gamification

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              A mobile gamification learning system for improving the learning motivation and achievements

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                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications (Toronto, Canada )
                2291-9279
                Jul-Sep 2020
                10 August 2020
                : 8
                : 3
                : e18247
                Affiliations
                [1 ] Department of Counselor Education and Counseling Psychology Faculty of Educational Studies Universiti Putra Malaysia Selangor Darul Ehsan Malaysia
                [2 ] Department of Computer and Communication Systems Engineering Faculty of Engineering Universiti Putra Malaysia Selangor Darul Ehsan Malaysia
                Author notes
                Corresponding Author: Noor Syamilah Zakaria syamilah@ 123456upm.edu.my
                Author information
                https://orcid.org/0000-0003-3345-0713
                https://orcid.org/0000-0002-3005-5331
                https://orcid.org/0000-0003-4950-8887
                https://orcid.org/0000-0002-3085-4889
                Article
                v8i3e18247
                10.2196/18247
                7445620
                32663153
                5d928af7-e68d-4f54-9beb-e6d137afa947
                ©Noor Syamilah Zakaria, M Iqbal Saripan, Neerushah Subarimaniam, Alyani Ismail. Originally published in JMIR Serious Games (http://games.jmir.org), 10.08.2020.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.

                History
                : 13 February 2020
                : 10 March 2020
                : 4 May 2020
                : 3 June 2020
                Categories
                Original Paper
                Original Paper

                gamification,ethics,education,ethics education,ethical competency,mobile app,mobile app usability

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