Evidence map›Paper›PMID 32663153›Full record

ArticleJMIR serious games2020

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

Noor Syamilah Zakaria, M Iqbal Saripan, Neerushah Subarimaniam, Alyani Ismail

Abstract read
In one paragraph

Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
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  4. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Noor Syamilah ZakariaDepartment of Counselor Education and Counseling Psychology, Faculty of Educational Studies, Universiti Putra Malaysia, Selangor Darul Ehsan, Malaysia.ORCID https://orcid.org/0000-0003-3345-0713
M Iqbal SaripanDepartment of Computer and Communication Systems Engineering, Faculty of Engineering, Universiti Putra Malaysia, Selangor Darul Ehsan, Malaysia.ORCID https://orcid.org/0000-0002-3005-5331
Neerushah SubarimaniamDepartment of Counselor Education and Counseling Psychology, Faculty of Educational Studies, Universiti Putra Malaysia, Selangor Darul Ehsan, Malaysia.ORCID https://orcid.org/0000-0003-4950-8887
Alyani IsmailDepartment of Computer and Communication Systems Engineering, Faculty of Engineering, Universiti Putra Malaysia, Selangor Darul Ehsan, Malaysia.ORCID https://orcid.org/0000-0002-3085-4889

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundGamification 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.

objectiveThe purpose of this pilot study was to present Ethoshunt as a gamification-based mobile app that can be used in teaching and learning ethics.

methodsThis 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.

resultsGame 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).

conclusionsPositive 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.

Indexed as

educationethical competencyethicsethics educationgamificationmobile appmobile app usability

Identifiers

PMID32663153
PMCPMC7445620

What OpenQuestion holds

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LicenceCC BY
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.