Research

Interactive e-Contents: A Novel Gamification Approach for Students' Satisfaction

Interactive e-Contents: A Novel Gamification Approach for Students' Satisfaction

Interactive e-Contents: A Novel Gamification Approach for Students' Satisfaction

Interactive e-Contents: A Novel Gamification Approach for Students' Satisfaction

Saeed Rouhani, Mehran Rezvani

Abstract

"The purpose of this study was to identify different ways of interaction through content and to measure the impact of this content on students' satisfaction with learning. Hence, various types of interactive contents and their presentation were studied, the interactive content based on the game was selected from among them, and one sample was produced and evaluated at the University of Mehr Alborz. The research method in the stage of production of sample content was experimental and prototyping, and descriptive-applied at the evaluation stage. The population of the study was the students of the University of Mehr Alborz studying in the first semester of the academic year 2020-2021, the sampling was convenience random method, and the number of members in the population was 35. Data collection was done though a questionnaire whose reliability was 0.834 using Cronbach's alpha coefficient, and its validity was confirmed by content and face validity. Data analysis was performed with the help of SPSS23 considering mean, percentage, standard deviation and Kolmogorov-Smirnov tests, binomial, Mann-Whitney, Kruskal-Wallis, and Pearson correlation coefficient. The findings of this study showed that more than 80% of students approved the simplicity and usefulness of the interactive game content and were generally satisfied with its use. More than 70% confirmed the existence of constructive interaction in this type of content. According to the results of this research, gamification can be used as an effective way to improve the learning process and increase students' satisfaction with learning in e learning courses."

Reference

Rouhani, S., & Rezvani, M. (2022). Interactive e-contents: A novel gamification approach for students' satisfaction. Qeios. https://www.qeios.com/read/PEYELX

Keywords

E-learning, Interactive Content, Gamification