Abstract—Thailand is currently facing a widespread third
wave of COVID-19 outbreaks in the second quarter of 2021.
The government has encouraged social distancing compliance
to work from home and study at home policy to mitigate the
risks of the pandemic. As a result, educational institutions at all
levels must temporarily close their services within the premises.
The students need to lean towards the online system
independently. Hence, this research aims to develop
gamification in the Web Design course to increase the
perception and achievement of Information Technology
students through mobile learning. The research results showed
that the students who registered for the academic year of 2020,
the majority’s learning performance improved after adopting
the gamification approach via developed mobile application.
According to the statistical test (t-Test) results, a significant
difference was discovered between pre-test and post-test scores
at a significance level (α) of 0.05. The learners also rated the
effectiveness of the developed game at the highest level and
accepted the developed game with high consensus. In conclusion,
the research findings indicate that games can be used as
effective instruction media for undergraduate students and
online classrooms amidst the situation of the COVID-19
pandemic.
Index Terms—Mobile learning, gamification, personalized
learning, web design.
S. Nuanmeesri is with the Department of Information Technology,
Faculty of Science and Technology, Suan Sunandha Rajabhat University,
Bangkok 10300, Thailand (e-mail: sumitra.nu@ssru.ac.th).
Cite: Sumitra Nuanmeesri, "Developing Gamification to Improve Mobile Learning in Web Design Course during the COVID-19 Pandemic," International Journal of Information and Education Technology vol. 11, no. 12, pp. 567-573, 2021.
Copyright © 2021 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).