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The usability evaluation on mobile learning apps with gamification for middle-aged women
Syahida Mohtar1, Nazean Jomhari2, Nor Azyra Omar2
1Department of Software Engineering, Faculty of Information & Communication Technology, Universiti Teknikal Malaysia Melaka Hang Tuah Jaya, Durian Tunggal, 76100 Melaka, Malaysia.
Summary
This study shows gamification in mobile apps can motivate middle-aged women to learn Arabic words. The developed app prototype proved effective for self-learning and memorization.
Area of Science:
- Educational Technology
- Human-Computer Interaction
- Applied Linguistics
Background:
- Mobile learning and gamification are increasingly popular in education, with research indicating benefits for student learning.
- Fewer studies have explored the gamification effects and usability of mobile apps specifically for middle-aged women.
- Arabic word memorization presents a unique learning challenge for this demographic.
Purpose of the Study:
- To propose a novel mobile learning application incorporating gamification for middle-aged women learning Arabic.
- To assess the motivational impact of gamification on Arabic word memorization in this target group.
- To evaluate the usability of the developed mobile app prototype.
Main Methods:
- A preliminary study utilized the Kahoot! game for pre- and post-tests with 61 middle-aged women.
- Usability of a new mobile app prototype was evaluated based on effectiveness, efficiency, and satisfaction.
- Effectiveness indicators included tapping behavior, task completion attempts, and quiz scores. Efficiency was measured by task completion duration and help requests. Satisfaction was assessed via a questionnaire.
Main Results:
- The Kahoot! preliminary study indicated that gamification effectively motivated middle-aged women and improved Arabic word memorization.
- Usability evaluation demonstrated the mobile app prototype was effective, with users accessing all modules and successfully completing quizzes.
- Participants reported enjoyment and effective learning through the gamified mobile application.
Conclusions:
- Gamification in mobile learning apps can significantly motivate middle-aged women to learn and memorize Arabic words.
- The proposed mobile app prototype exhibits strong usability, offering an effective platform for self-directed Arabic language learning.
- This research highlights the potential of tailored mobile learning solutions for adult language acquisition.

