Saudi Cultural Missions Theses & Dissertations

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    Exploring Gamification by Evaluating Interfaces of Task Management Apps and Developing an Interface to Ensure Inclusiveness of Different Students’ Needs.
    (Newcastle University, 2024-09) Almakran, Raneem; Claisse, Caroline
    The aim of this project is to evaluate and develop a prototype of a gamified task management app that enhances engagement for diverse students in academic contexts, such as students with ADHD symptoms. ADHD students face challenges with managing tasks, which affect their academic performance. Existing task management apps are designed for general users, but none specifically fulfill the needs of students with ADHD symptoms. Therefore, this paper evaluates two existing task management apps and presents a prototype designed to manage tasks in an enjoyable way by including gamification features such as competing with friends, collecting points, and taking care of a plant by achieving tasks. To understand user needs, semi-structured interviews were conducted with two students who identified with ADHD symptoms. Interviews were analysed using a qualitative approach. The results demonstrated the challenges faced in academia and how students tend not to use current task management apps for academic tasks. To test the usability of the gamified prototype, one participant was interviewed. Before the usability test, an ADHD persona and some scenarios were presented to the participant. The results were encouraging, suggesting that the gamified interface is engaging and enjoyable while managing tasks.
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    Triggered Screen Restriction: a Novel Gamification Framework
    (Iowa State University, 2024) Hariri, Majed; Stone, Richard
    Sedentary lifestyles and physical inactivity are significant global public health concerns, contributing to rising obesity rates and chronic diseases. The widespread use of digital technologies, especially smartphones, has worsened this trend by encouraging prolonged sitting. Effective interventions are needed to promote regular physical activity and counter sedentary behaviors. The Triggered Screen Restriction (TSR) framework is a novel approach promoting physical activity that combines negative reinforcement with adaptive gamification elements. The study examined the TSR framework's impact on physical activity levels, addictive nature, health indicators, psychological factors, and app usability. A mixed experimental design was employed, with 30 participants split into two groups. Results revealed that the TSR group demonstrated significantly higher physical activity levels (p < .05). The TSR framework resulted in significant increases in app usage frequency (p < .001). Health indicators showed a significant improvement in balance and stability through the single-leg stance test (p < .05), while other health metrics, including maximum jumping jacks completed in one minute, post-exercise heart rate, and body composition, exhibited no significant changes. Analysis of psychological factors revealed a significant increase in perceived competence in the TSR group (p < .05), with no significant changes observed in autonomy or relatedness. The TSR intervention demonstrated significantly better usability metrics, including ease of use, system reliability, and perceived usefulness (all p < .001). The study contributes to the expanding adoption of gamified physical interventions, showcasing the TSR framework as an effective approach for addressing physical inactivity.
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    Integrating Touchscreen-Based Applications with Gamification Elements to Learn the Arabic Alphabet
    (University of Sussex, 2023-08) Al Hejaili, Abdullah; Newbury, Paul
    Language learning is considered an essential task for a child’s early education journey. However, children have traditionally received language learning components, such as the alphabet, through methods based on teacher-centred learning. These methods make students passive in the learning process and raise concerns regarding their individual differences. Technology has been widely accepted in education sectors in the last couple of decades as an effective educational tool that can compensate for the shortcoming of traditional learning methods. Therefore, this thesis presents the design and development of a novel touchscreen-based application integrated with gamification elements to enhance the understanding of the Arabic alphabet's forms for elementary school students in Saudi Arabia. In this thesis, an evaluation of the proposed application’s efficiency has been obtained by conducting two studies in elementary schools in Saudi Arabia. The study findings indicate that the proposed application increased and improved students’ comprehension of the Arabic letters’ forms. In addition, the study showed considerable positive attitudes and behaviours among students regarding the educational application. Therefore, it is considered an efficient educational tool that is able to address the difficulties of learning the Arabic alphabet and considerably influence the students’ learning outcomes. This research has provided several contributions, including the design and development of a novel educational application to learn the Arabic alphabet and its evaluation processes and methodology.
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    DESIGNING AND EVALUATING OF INTEGRATING MULTI-THEORY-DRIVEN AND USER-CENTERED DESIGN WITH GAMIFICATION IN HEALTH APPS: A NOVEL APPROACH TO IMPROVED MEDICATION ADHERENCE IN HYPERTENSIVE PATIENTS
    (University of Wisconsin-Milwaukee, 2024) Alqheedan, Ahmed; Luo, Jake; T. Fink, Jennifer; Wu, Min; Mu, Xiangming
    Medication non-adherence poses a significant challenge across healthcare, leading to adverse health outcomes, increased hospitalizations, and substantial costs. This dissertation explores the potential of a theory-driven, gamified smartphone-based medication reminder system to address this prevalent issue. Drawing on insights from a systematic review of the literature and extensive user-centered design methods, the research aims to develop a solution that effectively addresses the complex barriers individuals face in medication management. By integrating established behavioral theories and gamification elements into the design, the system seeks to enhance patient motivation, engagement, and adherence behaviors. The ultimate goal is to create a tailored, gamified tool that empowers individuals to confidently manage their medications and improve their health outcomes.
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    How Psychological Factors Can be Leveraged to Enhance Gamified Security Awareness Training?
    (Saudi Digital Library, 2023-12-05) Alwheepy, Baadr Sulaiman; Taramonli, Sandy
    Researchers’ interest in gamified security awareness training has risen throughout the last decade, particularly due to the gamification’s influence on increasing engagement, participant and learning retention compared to traditional training methods. The effectiveness of all training courses is highly tied to psychology, as it is the underlying factor that influences a learners ambitions to learn and benefit from a training course. In gamification, psychology is often introduced through a verity of gaming elements such as leaderboards, badges, and point systems which when incorporated at an optimal level can induce several psychological feelings such as social pressure, and satisfaction. When these feelings are induced within a training course, they can highly affect the way a training is perceived by learners, making them more or less motivated to engage and participate in learning activities. This study was conducted with the primary goal of assessing the psychological effects imposed by time pressure, feedback, novelty, and socially connected elements within a gamified security awareness training to provide recommendations on ways to optimally implement them in future courses. In order to achieve this goal, a comprehensive analysis was performed on three publicly available datasets that were related to experiments on the application of gamification in multiple contexts. Finally, this study was successful in accomplishing its primary goal, and addressing identified literature gaps in the field by deriving valuable insights on engagement levels raised through the conjunction of leaderboards and feedback, the effects of time constraints on decision making, and the impact of novelty on continuity
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    FACTORS INFLUENCING THE USE OF GAMIFICATION TOWARDS CYBERSECURITY AWARENESS: THE CASE OF HEALTHCARE STAFF IN SAUDI ARABIA
    (Saudi Digital Library, 2023-11-28) Alzahrani, Saleh; Micallef, Nicholas
    In an era marked by digital transformation and heightened cybersecurity threats, the imperative for robust cybersecurity awareness among healthcare staff cannot be overstated. This thesis explores the multifaceted factors that shape the intention to use gamification as a means to enhance cybersecurity awareness within the unique context of healthcare staff in Saudi Arabia. Grounded in the Technology Acceptance Model (TAM) and bolstered by the integration of perceived enjoyment, this study employs a quantitative research approach. A meticulously designed survey was distributed to 332 participants using a snowball sampling technique. The data collected were subjected to variance-based structural equation modeling (SEM) using the Smart-Partial Least Squares (PLS) software. The findings of this research unveil significant and compelling insights. They reveal that perceived ease of use, perceived usefulness, and perceived enjoyment play pivotal roles in shaping healthcare staff's intentions to embrace gamification for cybersecurity awareness. These factors collectively underscore the significance of user-centric design and engaging gamified experiences in fostering a heightened sense of cybersecurity preparedness among healthcare professionals in Saudi Arabia. The results contribute not only to the burgeoning field of gamified cybersecurity training but also to the broader discourse on technology acceptance and its application in the crucial realm of cybersecurity awareness in the Kingdom of Saudi Arabia.
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