Gamification in Education: Iterative Development of Reading Bingo Quest to Support Students' Reading Habits
Abstract
Reading habits among students require learning environments that are engaging, structured, and responsive to their interests. Existing research has examined gamified reading and printed Reading Bingo separately, leaving a gap in digital platforms that integrate reading challenges, gamification, reflection, and progress monitoring. This study aimed to develop and examine the use of Reading Bingo Quest (RBQ), a gamification-based digital platform designed to support students’ reading habits. The study employed Educational Design Research (EDR) through three phases: analysis and exploration, design and construction, and evaluation and reflection. The evaluation involved two iterative cycles, with data collected using a 4-point Likert-scale questionnaire and analyzed descriptively across usability, user experience, motivation and engagement, and reading-habit support. The findings indicated positive student responses in both cycles, with the overall mean increasing from 3.72 in Cycle 1 to 3.80 in Cycle 2 and improvements across all evaluated aspects. Iterative refinement of RBQ’s reading challenges and gamification features was accompanied by more positive responses in the second cycle. These findings highlight the potential of gamification-based digital media to create an engaging and structured environment for supporting students’ reading habits and demonstrate the value of iterative EDR in developing digital learning media.
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