Enhancing User Experience in Business Education Gamification: A Study of Engagement Elements and Learning Effectiveness
DOI:
https://doi.org/10.35314/inovbiz.v13.i2.1271Keywords:
Gamified Learning, Digital Business Education, User Experience, Educational Technology, Learning Engagement, Gamification ElementsAbstract
This study evaluates the effectiveness of gamified learning media in digital business education through a comprehensive mixed-methods approach involving 64 participants from various educational levels. The research assessed usability, learning effectiveness, and user engagement through quantitative surveys and qualitative feedback. Results demonstrated excellent usability with an overall score of 4.38/5.00, with ease of use receiving the highest rating (4.53/5.00). The most motivating gamification elements identified were progress tracking (78.1%) and immediate explanatory feedback (71.9%). The platform showed significant advantages over traditional learning methods, with comparative engagement scoring 4.59/5.00 and high reuse intention at 4.72/5.00. Learning effectiveness assessments revealed strong performance in conceptual understanding (4.20/5.00) and misconception correction (4.34/5.00). Qualitative analysis highlighted user appreciation for immediate feedback mechanisms and engaging interface design, while also identifying opportunities for visual design enhancement and social features integration. The findings support the theoretical framework of Self-Determination Theory, demonstrating how gamification satisfies psychological needs for competence, autonomy, and relatedness. This research provides empirical evidence for the strategic implementation of gamification in business education and offers practical insights for educators and instructional designers seeking to enhance digital learning experiences through evidence-based gamification approaches. .







