International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
2.8
CiteScore
IJIET 2025 Vol.15(4): 812-819
doi: 10.18178/ijiet.2025.15.4.2287

Enhancing Student Engagement in HCI Courses through Gamified Mobile Learning Interfaces in Higher Education

Pijitra Jomsri1, Dulyawit Prangchumpol1, and Kittiya Poonsilp2,*
1. Department of Information technology, Faculty of Science and Technology, Suan Sunandha Rajabhat University, Bangkok, Thailand
2. Department of Computer science, Faculty of Science and Technology, Suan Sunandha Rajabhat University, Bangkok, Thailand
Email: pijitra.jo@ssru.ac.th (P.J.); dulyawit.pr@ssru.ac.th (D.P.); Kittiya.po@ssru.ac.th (K.P.)
*Corresponding author

Manuscript received October 31, 2024; revised November 25, 2024; accepted January 9, 2025; published April 24, 2025

Abstract—This research investigates the effects of gamification on designing mobile learning interfaces for Human-Computer Interaction (HCI) courses in higher education, aiming to generate interest and enhance learners’ skills. The study involved 87 students who interacted with a gamified mobile learning platform designed specifically for HCI education. Three interface prototypes were developed and compared to identify the most effective design. This research uniquely addresses the application of gamification in HCI courses, an area previously underexplored in higher education, by integrating tailored gamified features. The evaluation process included usability testing, which measured key performance metrics such as task success rates and time efficiency. This research evaluated the results by measuring user satisfaction levels with the interface and analyzing heatmaps for the three prototypes. Alongside a Learning Outcome Assessment that compared pre-test and post-test scores to assess the educational impact of the gamified features. The results revealed that students favored Prototype I, receiving the highest engagement scores and positive feedback in terms of usability. This prototype also significantly improved students’ comprehension and knowledge retention, as indicated by the Learning Outcome Assessment. In contrast to prior studies, this research employs a comparative analysis of three distinct prototypes to identify optimal design strategies tailored to HCI-specific learning environments. The findings highlight the effectiveness of incorporating gamification into mobile learning platforms, particularly in enhancing user experience and educational outcomes in HCI courses.

Keywords—gamification, mobile learning, user interface design, User Experience (UX), User Interface (UI)


[PDF]

Cite: Pijitra Jomsri, Dulyawit Prangchumpol, and Kittiya Poonsilp, "Enhancing Student Engagement in HCI Courses through Gamified Mobile Learning Interfaces in Higher Education," International Journal of Information and Education Technology, vol. 15, no. 4, pp. 812-819, 2025.


Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).
Menu