Enhancing Learning Applications for Clinical Decision Support Through Gamification Design

  • Dhias Muhammad Naufal Department of Electrical and Information Engineering, Faculty of Engineering, Universitas Gadjah Mada, Sleman, D.I. Yogyakarta 55281, Indonesia
  • Adhistya Erna Permanasari Permanasari Department of Electrical and Information Engineering, Faculty of Engineering, Universitas Gadjah Mada, Sleman, D.I. Yogyakarta 55281, Indonesia
  • Paulus Insap Santosa Department of Electrical and Information Engineering, Faculty of Engineering, Universitas Gadjah Mada, Sleman, D.I. Yogyakarta 55281, Indonesia
  • Silmi Fauziati Department of Electrical and Information Engineering, Faculty of Engineering, Universitas Gadjah Mada, Sleman, D.I. Yogyakarta 55281, Indonesia
  • Indriana Hidayah Department of Electrical and Information Engineering, Faculty of Engineering, Universitas Gadjah Mada, Sleman, D.I. Yogyakarta 55281, Indonesia
Keywords: Gamification, Learning Application, Clinical Decision Support System, Motivation

Abstract

In the learning process, learning media supports the delivery of educational material to students. Implementing gamification enriches educational media and enhances student engagement. This research developed e-learning media for clinical decision support systems (CDSS) material. In the medical field, CDSS is well established and integrated into education as part of the curriculum. CDSS is a computerized system aiding decision-making in diagnosing and treating diseases. In the educational domain, CDSS courses are offered to clinical and nonclinical students. The application was developed using a feature-driven development method and incorporated gamification elements like rewards, challenges, and leaderboards through MDA frameworks. The development process began with the overall design of the application and the determination of learning objectives, followed by the integration of gamification elements aligned with the application’s design. The development included application design, gamification elements, functionality, usability, and user experience testing aspects. The final product is an Android application. Functionality testing using black box testing achieved 100% suitability. User testing was conducted using the system usability scale (SUS) and the user experience questionnaire (UEQ). The results showed an average SUS score of 74.9, indicating good usability, and the UEQ score was rated “Excellent.” These findings demonstrate that incorporating gamification in CDSS learning enhances the application’s supporting features. Gamification elements such as rewards, challenges, and leaderboards are expected to attract learners and encourage active participation in the learning process. CDSS learning applications have the potential to increase motivation and engagement, creating an interesting and effective learning experience for individuals from various backgrounds.

References

R. Takahashi and Y. Kajikawa, “Computer-aided diagnosis: A survey with bibliometric analysis,” Int. J. Med. Inform., vol. 101, pp. 58–67, May 2017, doi: 10.1016/j.ijmedinf.2017.02.004.

A. Teufel and H. Binder, “Clinical decision support systems,” Visc. Med., vol. 37, no. 6, pp. 491–497, Dec. 2021, doi: 10.1159/000519420.

A.J. Irawan, F.A.T. Tobing, and E.E. Surbakti, “Implementation of gamification Octalysis method at design and build a react native framework learning application,” in 2021 6th Int. Conf. New Media Stud. (CONMEDIA), 2021, pp. 118–123, doi: 10.1109/CONMEDIA53104.2021.9617171.

J. Schell, The Art of Game Design: A Book of Lenses, 3rd ed. Boca Raton, FL, USA: CRC Press, 2019.

E. Pradanika, Y. Widyani, and Y. Rusmawati, “Designing gamification for programming learning applications,” in 2022 Int. Conf. Data Softw. Eng. (ICoDSE), 2022, pp. 18–23, doi: 10.1109/ICoDSE56892.2022.9972176.

F. Marisa et al., “Gamifikasi (gamification) konsep dan penerapan,” JOINTECS (J. Inf. Technol. Comput. Sci.), vol. 5, no. 3, pp. 219–228, Sep. 2020, doi: 10.31328/jointecs.v5i3.1490.

A.N. Saleem, N.M. Noori, and F. Ozdamli, “Gamification applications in e-learning: A literature review,” Technol. Knowl. Learn., vol. 27, no. 1, pp. 139–159, Mar. 2022, doi: 10.1007/s10758-020-09487-x.

M. Sailer and L. Homner, “The gamification of learning: A meta-analysis,” Educ. Psychol. Rev., vol. 32, pp. 77–112, Mar. 2020, doi: 10.1007/s10648-019-09498-w.

L.F. Rodrigues, A. Oliveira, and H. Rodrigues, “Main gamification concepts: A systematic mapping study,” Heliyon, vol. 5, no. 7, pp. 1–13, Jul. 2019, doi: 10.1016/j.heliyon.2019.e01993.

J. Koivisto and J. Hamari, “The rise of motivational information systems: A review of gamification research,” Int. J. Inf. Manag., vol. 45, pp. 191–210, Apr. 2019, doi: 10.1016/j.ijinfomgt.2018.10.013.

J. Hu, “Book reviews: Gamification in learning and education: Enjoy learning like gaming,” Br. J. Educ. Stud., vol. 68, no. 2, pp. 265–267, Apr. 2020, doi: 10.1080/00071005.2019.1682276.

J.M.P. Andreu, “Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios,” Teoría de la Educación. Revista Interuniversitaria, vol. 32, no. 1. pp. 73–99, Jan.-Jun. 2020, doi: 10.14201/teri.20625.

K. Krishnamurthy et al., “Benefits of gamification in medical education,” Clin. Anat., vol. 35, no. 6, pp. 795–807, Sep. 2022, doi: 10.1002/ca.23916.

E. Pesare, T. Roselli, N. Corriero, and V. Rossano, “Game-based learning and gamification to promote engagement and motivation in medical learning contexts,” Smart Learn. Environ., vol. 3, pp. 1–21, Apr. 2016, doi: 10.1186/s40561-016-0028-0.

S. Felszeghy et al., “Using online game-based platforms to improve student performance and engagement in histology teaching,” BMC Med. Educ., vol. 19, pp. 1–11, Jul. 2019, doi: 10.1186/s12909-019-1701-0.

I. Cretu, M. Grigore, and I.S. Scripcariu, “Get ready for gen Z, our next generation of medical students,” Rev. Cercet. Interv. Soc., vol. 69, pp. 283–292, Jun. 2020, doi: 10.33788/rcis.69.18.

Leilimosalanejad and S. Abdollahifard, “Gamification in psychiatry: Design and development of native model and the innovate strategy in medical education as a funny and exciting learning,” Pak. J. Med. Health Sci., vol. 12, no. 4, pp. 1820–1828, Oct.-Dec. 2018.

F.A. dos Reis Lívero et al., “Playfulness in the classroom: Gamification favor the learning of pharmacology,” Educ. Inf. Technol., vol. 26, no. 2, pp. 2125–2141, Mar. 2021, doi: 10.1007/s10639-020-10350-w.

Z. Athiyah, A.E. Permanasari, and S. Wibirama, “Development of gamification design on heart anatomy learning media,” in 2022 4th Int. Conf. Biomed. Eng. (IBIOMED), 2022, pp. 97–102, doi: 10.1109/IBIOMED56408.2022.9987817.

M.D. Szeto et al., “Gamification and game-based strategies for dermatology education: Narrative review,” JMIR Dermatol., vol. 4, no. 2, Jul.-Dec. 2021, Art. no. 30325, doi: 10.2196/30325.

L.F. Hamdi, B.S. Hantono, and A.E. Permanasari, “Gamification methods of game-based learning applications in medical competence: A systematic literature review,” in 2022 Int. Symp. Inf. Technol. Digit. Innov. (ISITDI), 2022, pp. 50–54, doi: 10.1109/ISITDI55734.2022.9944535.

G. Gay and H. Hembrooke, Activity-Centered Design: An Ecological Approach to Designing Smart Tools and Usable Systems. Cambridge, MA, USA: MIT Press, 2004.

R. Hunicke, M. Leblanc, and R. Zubek, “MDA: A formal approach to game design and game research,” in Proc. AAAI Workshop Chall. Game AI, 2004, pp. 1–5.

K.M. Kapp, The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco, CA, USA: Pfeiffer, 2012.

B. Beizer and J. Wiley, “Black box testing: Techniques for functional testing of software and systems,” IEEE Softw., vol. 13, no. 5, pp. 98, Sep. 1996, doi: 10.1109/ms.1996.536464.

C. Hass, “A practical guide to usability testing,” in Consumer Informatics and Digital Health: Solutions for Health and Health Care. Cham, Switzerland: Springer, 2019, ch. 2, sec. 6, pp. 107–124.

M. Schrepp. User Experience Questionnaire Handbook Version 8. (2019). Access date: 19-Aug-2023. [Online]. Available: www.ueq-online.org

Published
2024-08-20
How to Cite
Dhias Muhammad Naufal, Adhistya Erna Permanasari Permanasari, Paulus Insap Santosa, Silmi Fauziati, & Indriana Hidayah. (2024). Enhancing Learning Applications for Clinical Decision Support Through Gamification Design. Jurnal Nasional Teknik Elektro Dan Teknologi Informasi, 13(3), 195-202. https://doi.org/10.22146/jnteti.v13i3.10460
Section
Articles