1. SHAWWAL RASHED - Lecturer Computer Science, Department of Software Engineering, Superior University, Lahore,Pakistan.
2. SANA MAZHAR - Department of Software Engineering, Superior University, Lahore, Pakistan.
3. SHAHARYAR RAFIQ - Department of Software Engineering, Superior University, Lahore, Pakistan.
4. RAMEEZA RASHED - Doctor of Physiotherapy, Department of Health and Rehabilitation Science, University of Western Ontario,
London, Canada.
5. MUHAMMAD WASEEM IQBAL - Associate Professor, Computer Science, Department of Software Engineering, Superior University,
Lahore, Pakistan.
6. MUHAMMAD WASEEM ASLAM - Department of Computer Science, Superior University, Lahore, Pakistan.
Gamification describes the incentivization of people's engagement in non-game contexts and activities by using game-style mechanics. The game applications are responsible to enhance the purpose of usage of smart devices by providing learnability and intellect ability. Through gamification, the children’s students can be engaged to improve the talent, determination, and behavior. With the developments and advancements in other areas of life, it is necessary to convert our conventional educational system into smart methods to attract the children’s students. Due to technological change, it is very difficult to teach them individually in conventional way without technology equipped devices, and methods. This paper presents a usability study that aims to analyze the effectiveness, efficiency, and satisfaction to enhance the learnability through gamification for children’s students. For this purpose, the experiment is carried out with the involvement of 360 participants holding 7-12 years of age. For 6 gamification categories, there are 30 participants selected (15 males + 15 females) for experimentation. The User centered design (UCD) process model is use to develop the working prototype for user experimentation. The effectiveness and efficiency are measured by considering task completion within a specific time for developed working prototype. The satisfaction is measured through after scenario questionnaire (ASQ) technique when participants have completed their tasks. The results are shown that the average effectiveness (96.6%), and satisfaction (4.28%) of male participants is greater than female. While the efficiency of female is 84.65% which is higher than male participants. It is beneficial and attractive way to enhance the learnability of children students through gamification.
Gamification; human computer interaction; user centered design; usability.