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Related Concept Videos

Ethics in Research01:56

Ethics in Research

Today, scientists agree that good research is ethical in nature and is guided by a basic respect for human dignity and safety. However, this has not always been the case. Modern researchers must demonstrate that the research they perform is ethically sound.

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

Noor Syamilah Zakaria1, M Iqbal Saripan2, Neerushah Subarimaniam1

  • 1Department of Counselor Education and Counseling Psychology, Faculty of Educational Studies, Universiti Putra Malaysia, Selangor Darul Ehsan, Malaysia.

JMIR Serious Games
|July 15, 2020
PubMed
Summary

Gamification enhances ethics education through the Ethoshunt mobile app. High usability positively impacts emotions, ethical competency, and user experience in students.

Keywords:
educationethical competencyethicsethics educationgamificationmobile appmobile app usability

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Area of Science:

  • Educational Technology
  • Human-Computer Interaction
  • Ethics Education

Background:

  • Gamification offers significant potential for learning environments.
  • The design of gamified systems involves the interplay between educators and machines, influencing user behavior.
  • Technology-mediated learning environments are increasingly important in education.

Purpose of the Study:

  • To introduce Ethoshunt, a mobile application utilizing gamification for teaching and learning ethics.
  • To evaluate the effectiveness of a gamified approach in ethics education.

Main Methods:

  • A mixed-methods research design was employed.
  • 39 undergraduate students participated in a pilot study using the Ethoshunt app.
  • Surveys and affinity diagramming were used to assess mobile app usability, emotions, ethical competency, and user experience.

Main Results:

  • Mobile app usability demonstrated a strong positive correlation with positive emotions (r=0.744, P<.001).
  • Significant relationships were also found between usability and ethical competency (r=0.686, P<.001) and user experience (r=0.614, P<.001).
  • Game dynamics and mechanics were key to Ethoshunt's functionality and learning flow.

Conclusions:

  • Positive emotions are a crucial factor in the development and usability of gamified educational tools like Ethoshunt.
  • The study suggests that gamified mobile apps can offer valuable pedagogical strategies for ethics educators.
  • Ethoshunt provides a model for creating technology-mediated learning experiences in ethics.