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This research study investigates the design principles and best practices for incorporating gamification in EduMobile apps for teaching about mosquito breeding grounds. With limited research investigating the effectiveness of EduMobile apps in engaging and educating students on complex topics, this study aims to uncover best practices for designing EduMobile apps

This research study investigates the design principles and best practices for incorporating gamification in EduMobile apps for teaching about mosquito breeding grounds. With limited research investigating the effectiveness of EduMobile apps in engaging and educating students on complex topics, this study aims to uncover best practices for designing EduMobile apps for early learners (elementary and middle schoolers). A convenience sample of adults who were not part of the target demographic were recruited to test the app. The System Usability Scale was used to measure user satisfaction, and question-wise t-tests were conducted to analyze the effectiveness of specific design changes. Results show a significant difference in user satisfaction between the original and revised designs, with question 5 of the System Usability Scale driving the overall difference in score. Inconsistent design was found to increase extraneous cognitive load and split attention, while consistency within different views was shown to increase user perception of system integration. These findings suggest that incorporating gamification and following best practices in designing EduMobile apps can increase student engagement and motivation in learning about mosquito breeding grounds.

ContributorsKapadia, Anoosh (Author) / Kobayashi, Yoshihiro (Thesis director) / Johnson-Glenberg, Mina (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor)
Created2023-05
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Description
Online dating continues to be one of the most common ways people meet one another. Only in the last couple of years has information begun to show how these online sites and applications negatively affect their users. This study examines how the User Interface and User Experience (UI/UX) design of

Online dating continues to be one of the most common ways people meet one another. Only in the last couple of years has information begun to show how these online sites and applications negatively affect their users. This study examines how the User Interface and User Experience (UI/UX) design of the dating app Tinder influences its users and its impact on their mental health and overall well-being. An online survey of 74 Tinder users between the ages of 18 and 35 was conducted, coded, and analyzed. The results of this study corroborate with previous research and claims that different User Interface and User Experience (UI/UX) elements within Tinder do impact and influence their users. The results also substantiate the research and claims that online dating and dating apps do impact their users in a predominantly negative manner. Overall, this study found that while dating apps can lend themselves to helping people find someone, they have the power to influence and negatively impact their users’ beliefs, mental health, and overall well-being.
ContributorsFroelich, Aleksandra Bombaci (Author) / Takamura, John (Thesis advisor) / Sharabi, Liesel (Committee member) / Gumus-Ciftci, Hazal (Committee member) / Shin, Dosun (Committee member) / Arizona State University (Publisher)
Created2024