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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Prototyping a gamified system to persuade school-age children in developing countries: using Kahoot in online environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mehnaz Alam</string-name>
          <email>mehnaz.alamdcc@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Md Sanaul Haque</string-name>
          <email>md.haque@lut.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ashok Tripathi</string-name>
          <email>ashok.tripathi@lut.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fanny Vainionpää</string-name>
          <email>fanny.vainionpaa@oulu.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Development Studies, Bangladesh University of Professionals</institution>
          ,
          <country country="BD">Bangladesh</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Software Engineering, LUT University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>INTERACT Research Group, Faculty of ITEE, University of Oulu</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Socio-economically disadvantaged school-age children in developing countries, e.g., primary school students, often feel isolated and lack the opportunity to use modern technology for their educational growth. This may negatively impact their schooling through low grades and, in the worst-case, even dropping out of their classes. Gamification is the use of game design elements in non-gaming contexts. It is envisaged that using a gamified learning system can significantly impact different learners. Our aim is to conduct a case study with a Kahoot-based gamified learning system. The design of the system followed a design thinking iterative process. The test result informs us that those participants using a Kahoot based online platform for solving primary level math quizzes and puzzles preferred the reward-based tasks in the gamified system. Our future effort is to utilize Cognitive Social Learning Theory (CSLT) that supports design instruction and the gamification of learning to deploy and implement our Kahootbased gamified application, followed by an experimental design which will be carried out with students to measure behavioural change and learning.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>CSLT</kwd>
        <kwd>design thinking</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        New digital technologies offer valuable resources for students' academic and social
development [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], e.g., with digital gamified systems. Socio-economically disadvantaged
students at a primary level mostly lack the opportunity to use modern technology for
their educational growth; in fact, two-thirds of children around the world lack access to
the internet [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This work aims to contribute to reducing inequalities and quality
education, which are internationally acknowledged goals, for example, as a part of the
United Nations’ Sustainable Development Goals [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. There are efforts to facilitate and
promote technology-enhanced solutions in developing countries, such as touch screen
tablets [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] or smartphones. Deploying a low-cost digital gamified system in tutoring
students is seeing a rapid expansion. A digital gamified system makes educational
modules or topics simple, understandable, and interesting to students and thus aids in
learning [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Due to continuous growth, it is expected that in the future, various gamified
systems will be readily available to the users based on their topic of interest. In recent
years, gamified-learning platforms such as Kahoot! have drawn significant attention to
positively affect learning performance among students [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. An assessment method and
tool are vital to assess the performance and quality of the digital learning systems for
disadvantaged students and indicate the appropriate gamified learning system.
Moreover, digital gamified systems' quality in various contexts and the impact of gamification
techniques, such as points-based rewarding in socio-economically disadvantaged
students, are not available widely.
      </p>
      <p>
        Researchers [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] pointed out the following as methodological limitations on a
gamified learning system: sample sizes are small, proper psychometric measurements were
not used while surveying user experience, some experiments only considered users
evaluation, lack of consideration for individual motivational affordance, absence of
multilevel measures, for instance, psychological outcome, and behavioural outcomes.
Relevant research has been done without considering the sample size. To the best of
our knowledge, little is known about utilizing content gamification learning pedagogy
to examine the quality of the digital learning system. However, the current literature
shows the following relevant research works:
• [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] presented a model that measures the success of the learning system. The
reliability of the efficient tool was determined through Cronbach’s Alpha Coefficient.
• [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] used fuzzy ANP (Analytical Network Process) to evaluate the effectiveness of
the learning system in uncertainty. Only literature reviews had been conducted for
the proposed evaluation; longitudinal studies and interviews were not conducted.
      </p>
      <p>
        The sampling size was not sufficient.
• [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] considered traditional pedagogy to measure the impact of technology in
learning. Student performance has been observed in this research. On the other hand,
traditional pedagogy is not sufficient to measure the efficacy of learning systems.
      </p>
      <p>
        Our present study focuses on introducing content gamification learning pedagogy in
a gamified learning system that can significantly impact different learners. Content
gamification uses game-play mechanics for non-game applications [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Gamification,
particularly content gamification, can help students in multiple areas within an
institution to improve learning performance [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Thus, the expected outcome in using the
gamified learning system can also change significantly.
      </p>
      <p>The study's primary research question is: What is the effect of the content gamified
learning pedagogy in the digital learning system to influence economically
disadvantaged students? Two other guiding research questions are included in this study from
the main research question.
● RQ (1): What is the performance of the gamified learning system in students’
learning?
● RQ (2): What is the impact of rewarding techniques, i.e., point-based, in motivating
students?</p>
      <p>
        The previous study utilized a theoretical construct with the gamification technique
to promote students' progression and social connection in their study program [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
Therefore, to answer the research question, Cognitive Social Learning Theory (CSLT)
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] will be utilized in this study that supports design instruction and the gamification
of learning. CSLT refers to learning that occurs in a social environment with a dynamic
and reciprocal interaction of the people, atmosphere, and behaviour. This theory
contributes to the instructional design of a gamified learning system and the student's
education and learning experience. Its method involves problem-solving and decision
making of the students. We have applied Kahoot as an interactive gamified learning
platform among the students. This gamified learning system will allow the students to
interact with artefacts within the game and with other students online. Problem-solving
strategies such as quizzes and mathematics puzzles will be practised and refined within
this learning context. This gamified learning system is guided by a Design Thinking
approach such as user-centred design, i.e., students will be engaged to design the
mathematics puzzle and quiz within the Kahoot-based system.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Design Thinking: A Sustainable Technique</title>
      <p>
        We have utilised the design thinking iterative process to guide the design of the
gamified learning system. Design Thinking is an iterative design process of an application
in which users are involved in every design stage [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Design thinking comprises five
steps: empathize, define, ideate, prototype, and test (Fig 1).
      </p>
      <p>
        Empathizing signifies the sense of understanding to solve problems. Define suggests
creating the sense of the information collected from the Empathize step and resulting
in a problem statement called point-of-view (POV). Ideate directs on making ideas and
concepts that help design prototypes fitted for users’ feedback and recommendations,
such as mind mapping, body storming, sketching, and mind mapping. The next step,
prototyping, alludes to an early stage of application delivery, for example, prototyping
a gamified learning system. This prototype can be a low-fidelity, mid-fidelity, or
highfidelity prototype, i.e., a paper object, soft copy or electronic object, or an interactive
display in technology-based solutions. Testing confirms that the prototype is refined,
exploring the users' requirements, and clarifying the POV. The design thinking process
was utilised to design and develop gamified learning systems for students for their study
progression and social interaction [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ][
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Iterative design of prototype and evaluation</title>
      <p>We conducted the first iteration of the design thinking process. Based on the above
observation, our future research will move to the next define step to draw the
conclusions from the empathize step and develop an actionable problem statement. The next
step will be the ideate, by which multiple ideas shall be brought forwarding into
prototyping and then testing the prototype of an app.
3.1</p>
      <sec id="sec-3-1">
        <title>Empathise</title>
        <p>Starting with the empathizing step (observe the users and their views about the gamified
intervention). We tried to observe school-age children’s behaviour, engaged them
through interviewing, and watched and listened to them thoroughly. Face-to-face
empathize gatherings were conducted with seven (7) children (five girls and two boys,
aged between 5-10) living in a slum area and studying in a government primary school
(with almost free tuition fees) in Dhaka, Bangladesh, between October 15-20, 2021.
The number of school-age children was relatively low due to the ongoing COVID-19
pandemic measurements, limiting public gathering. They were asked to describe their
experience of solving their mathematics-related quizzes and puzzles, e.g., how they
connect with others for group-based mathematical problem solving, things that might
increase their tasks, and what type of technological tools might be helpful to them to
solve the quizzes and puzzles. Six (6) school-age students (86%) reported a lack of
connection with others for group-based problem-solving tasks. Overall, all seven (7)
participants (100%) strongly recommended a personalized gamified learning system to
connect with others for conducting problem-solving tasks such as mathematical puzzles
and quizzes. They showed interest to use the game elements such as points and
leaderboard.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Define</title>
        <p>Based on the results of the interviews, the following problem statement has been drawn:
“School-age children in developing countries sense a lack of opportunities to conduct
group-based mathematical quizzes and puzzles. A technological tool using game
elements can support them to motivate in performing their quizzes and puzzles in the group
environment.”</p>
        <p>The above POV has concluded how we might build an application with the help of
game elements to which users can experience more fun in their mathematical quizzes
and puzzles.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Ideate</title>
        <p>The POV from the Define step has led us to design the prototype of the gamified
learning system. The idea of developing the prototype was to observe users’ responses and
how they responded using a gamified learning system. The prototype was designed by
adding game elements (points and leaderboards).
3.4</p>
      </sec>
      <sec id="sec-3-4">
        <title>Prototype</title>
        <p>
          The objective of constructing the prototype was to verify whether students can run a
gamified learning system and how do they react in using the system. An example of an
app's gamified learning system prototype is presented below (Fig 2). Students can enter
the system using a given PIN in the system (screen 1). Students can input their
personalized name and tutor monitors once everyone enters the system (screen 2). A math
quiz question will then be visible on the screen with an allocated time, such as 30
seconds so that students can solve the puzzle by choosing the correct answer (screen 3).
Once they choose the answer, the Kahoot system automatically calculates the correct
answer and those who answered at the earliest time are placed on the top of the ranking
leaderboard with points earned so far (screen 4).
We then tested both the low-fidelity paper and mid-fidelity interactive prototypes with
thirteen (13) participants for a short period of 10 minutes (Fig 2, Fig 3). Participants
had been asked to pretend to use the prototypes as if they were solving the tasks in real
life (Fig 4). The test result has informed us that the participants preferred a Kahoot
based online platform for solving primary level math quizzes and puzzles and preferred
the reward-based tasks in the gamified system. Eleven (11) participants (85%) reported
that the Kahoot-based gamified prototype is user-friendly, answering the RQ1. In terms
of the RQ2, all participants reported points-based tasks into the Kahoot was fun as they
felt so happy to receive those points in doing the puzzles and quizzes. In addition to,
these 6 participants (46%) also wanted to share their points with those who did not have
enough points. However, the students' overall experience of motivation in learning was
positive.
The number of participants in the study is comparatively low due to the COVID-19
pandemic. Most students study from home, and they can be difficult to reach. Talking
about gamification techniques such as points badges might negatively affect the
gamified learning system's participants [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. Earning points or earned badges may cause the
negative effects of gamification [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. While gaining points may motivate those doing
well, it is important to consider the possible demotivational impact of ranking low in
comparison to peers. The design of the gamified learning system is still at an early stage
and needs to be further evolved by involving the students with more iterative design
thinking steps. Participants only pretended to use the prototypes; they did not use the
real gamified system, which might bring different value to them. Gamification
positively impacts some users over a short period [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]. In this study, participants were
involved in using a learning system installed in smartphones or tablets. Literature review,
suggestions and comments from the participants will be considered to introduce the real
working gamified learning system.
        </p>
        <p>This is a work-in-progress paper. Future studies will focus on a brief description of
how the CSLT theory could be incorporated into the system and an additional iteration
of the Design Thinking iterative process. Further ethical reflection in relation to our
research design should be followed, especially as the participants are school-age
children or students from socio-economically disadvantaged backgrounds. Research design
can, in a way, be seen as taking advantage of an already disadvantaged group. Relevant
organizations such as UNICEF have several resources regarding research ethics on
school-age children, which we could utilize in our study.</p>
        <p>Once the real working system is developed, an experimental design (in-between
subject technique) will be conducted with 60 economically disadvantaged students aged
between 5-12 years from Bangladesh for four weeks. Participants who are living in the
slums and low-level cosmopolitan areas will be contacted and invited to take part in the
study via invitation letter and consent form as well as ethical clearance approval. Upon
participants' consent, they will be appointed randomly to 1 of the 2 groups (30 students
of group A will be in the experimental group, and thirty students of group B will be in
the control group). The experimental group will use the gamified learning system in
solving primary level math quizzes and puzzles, and the control group will have their
usual daily routine in solving primary level math quizzes and puzzles without using any
technological system for four weeks.</p>
        <p>
          Systems usability scale (SUS) [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] evaluation, a usability scale questionnaire
method, will be applied to assess the quality and performance of the digital learning
system. The impact of the point-based rewarding system can be notified by accessing
the online database of each learner group within the Kahoot-based online gamified
system and how they are scoring daily points. After using a gamified learning system and
usual daily routines for a week, two parallel surveys shall be conducted for the
experimental and control groups. While participants do their daily routines, i.e., solve their
mathematics-related quizzes and puzzles without using any learning system, a
postquestionnaire form will be provided by asking specific questions regarding their daily
activities without using any learning intervention. Once participants complete the study,
a post-questionnaire form will be provided to the participants by asking specific
questions regarding the digital gamified learning intervention. Selected participants (those
who are critical of the gamified system to better understand their perspective and
pinpoint the issues with the design) shall be face-to-face interviewed and audio recorded.
Hence, semi-structured 10-minute interviews [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ] will be conducted and audio
recorded with all participants who complete the study. Thus, the analyses of the collected
data will demonstrate empirically that the gamified learning system positively impacts
socio-economically disadvantaged students’ satisfaction and completion of their
learning tasks. It is hoped that the gamified system will positively impact students'
competence to increase their learning performance, and completion of this study is expected
at the end of 2022.
        </p>
      </sec>
    </sec>
  </body>
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