Articles

The Effectiveness of Gamification Tools (Quizlet and Wayground) in Teaching English Vocabulary to Young Learners: Evidence from a Vietnamese English Education Center

This article examined the effectiveness of two gamification tools, Quizlet and Wayground, in teaching English vocabulary to young learners at an English education center in Ho Chi Minh City, Vietnam. Employing an explanatory sequential mixed-methods design, the article addressed three research questions concerning the benefits of Quizlet and Wayground, their capacity to engage students’ motivation and interest and their effect on young learners’ memory of vocabulary meaning. Thirty students aged 10 to 11, enrolled in a Cambridge Flyers preparation course, were divided into an experimental group taught using Quizlet and Wayground and a control group taught using traditional methods over a six-week period. Data were collected through a vocabulary pre-test and post-test, twelve periods of classroom observation and semi-structured interviews with five English teachers. Quantitative data were analyzed using independent-samples and paired-samples t-tests, while qualitative data were analyzed thematically. The results indicated that teachers perceived Quizlet and Wayground as beneficial for presenting, practicing and reviewing vocabulary through varied game modes. Both interview and observation data showed that the tools substantially increased students’ motivation and interest in the classroom. Furthermore, although the two groups did not differ significantly on the pre-test (p = .653), the experimental group significantly outperformed the control group on the post-test (p = .035), and only the experimental group showed a statistically significant pre-to-post-test improvement (p < .001) with mean scores rising from 6.940 to 7.920. These findings suggest that gamification tools such as Quizlet and Wayground can meaningfully enhance vocabulary retention and classroom engagement among young EFL learners, offering practical implications for vocabulary instruction in similar educational contexts.

A Gamified Mobile Health Framework for Pediatric Tuberculosis Treatment Adherence

Tuberculosis (TB) treatment in children requires long-term adherence to anti-tuberculosis drug therapy (OTD), which often leads to boredom and refusal to take medication. Non-adherence to treatment can increase the risk of treatment failure, relapse, and drug resistance. This study proposes a mobile health-based gamification framework designed to improve treatment adherence in pediatric TB patients by integrating game elements into the therapy monitoring process. The gamification framework was developed using a user-centered approach by identifying factors influencing adherence through interviews with pediatric patients, medication supervisors (PMOs), and healthcare professionals. Aspects of medication adherence were mapped using the Morisky Medication Adherence Scale (MMAS-8) and classified into dimensions of behavior, motivation, knowledge, and memory. User characteristics were analyzed using the HEXAD gamification user types questionnaire to determine the dominant user type. The analysis showed that the dominant user type in pediatric TB patients was the player type, followed by the socializer type and the free spirit type. Based on these findings, a gamification framework was designed that includes points, rewards, challenges, reminders, and progress visualization mechanisms. Expert evaluation using the After-Scenario Questionnaire (ASQ) demonstrated high levels of satisfaction and confidence that the proposed framework has the potential to improve treatment adherence. This study demonstrates that mobile health-based gamification design has strong potential as a behavior change strategy to support long-term pediatric TB treatment.

Approaching the ASSURE Model and Proposing a Teaching Process for Mathematics Using AI Chatbots Combined with Gamification in a Self-Regulated Learning Framework

The ASSURE model is a method for designing and implementing lessons developed to optimize the teaching and learning process, particularly in integrating educational technologies. This model assists teachers in creating highly flexible lessons, enabling students to acquire knowledge more effectively through the use of technology and modern teaching methods. AI Chatbots facilitate the automation of responses and support personalized learning for students, while gamification provides an engaging learning environment that helps students develop critical thinking and problem-solving skills in mathematics through the incorporation of game elements. Research findings indicate that the combination of AI Chatbots and gamification in teaching can enhance students’ learning of mathematics, while also increasing engagement and motivation. This paper approaches the ASSURE model and proposes a teaching process utilizing AI Chatbots combined with gamification in a self-regulated learning framework, aiming to guide teachers in organizing mathematics instruction in a scientific and effective manner.

The Effect of Gamification toward Customer Engagement in Shopee E-Commerce

Customer engagement is one of the factors that influences a company’s overall performance, this aspect reflects the interaction between customers and brands. Gamification is one method that can be used to increase customer engagement. This research examines the influence of gamification on customer engagement on the Shopee e-commerce platform. In the rapidly evolving digital era, gamification has become a popular strategy to increase customer engagement by creating fun and interactive experiences. Shopee, as one of the leading e-commerce platforms in Indonesia, has implemented various gamification elements to attract customer attention. This research uses a quantitative approach with an online survey method involving 212 active Shopee user respondents from Jakarta and Bandung aged between 18 – 35 years. The data collected was analyzed using the Partial Least Squares Structural Equation Modelling (PLS-SEM) technique to test the relationship between the constructs of gameful experience, game satisfaction, and customer engagement. The research results show that all dimensions of the gameful experience, which include achievement, challenge, competition, immersion, fun, and social experience, have a positive influence on game satisfaction. Furthermore, game satisfaction also has a strong positive influence on customer engagement. This research provides insight for Shopee and other e-commerce about the importance of gamification to increase customer satisfaction and engagement. Effective implementation of gamification strategies can encourage e-commerce platforms to create more engaging user experiences.

Proposed Gamification Concept to Increase Donor Engagement for Green Fund Digital Philanthropy Platform Case Study: Greeneration Foundation

Humans and the environment are two natural elements that can never be separated. The environment provides all human needs for survival and humans have also used the environment from 2.5 million years ago to this moment. Currently, the environmental damage that is accelerating cannot be separated from human intervention itself, and the solution should also start from human hands as well. One of the solutions that the government can do is to provide a space for cross-stakeholder collaboration such as the community, non-profit organizations, youth communities in Indonesia with the same enthusiasm to present solutions for environmental restoration, it is hoped that this can accelerate solutions to environmental damage. From this problem, the Greeneration Foundation is trying to be present to offer a concrete solution by inviting the public to donate a minimum of Rp. 10,000 for a sustainable environmental solution by adapting technological developments that are implemented on an online Green Fund Digital Philanthropy donation platform. As a new institution that operates as a fundraiser, the Greeneration Foundation has quite a tough challenge to be able to improve aspects of donor involvement so that they can continue to donate to the Green Fund Digital Philanthropy platform.

One way that can be done to increase donor involvement is to implement a gamification scheme on the donation platform, but in its implementation it requires a big commitment from the Greeneration Foundation and must pay attention to the needs of donors. To answer these problems, the methodology used uses a mixed approach (quantitative and qualitative). In-depth interview data is used as qualitative data as an internal consideration for the gamification scheme development process, and survey data is used as quantitative data to illustrate user/donor awareness of the gamification scheme that will be implemented on the donation platform. The results will be calculated using several tools such as the value proportion canvas.