Design considerations in developing a gamified grammar application
Communication is a key graduate attribute. In Singapore, English is taught as a first language. However, many undergraduates have weak language proficiency, due to environmental factors. Having audit classes to improve students' proficiency could stigmatize and demoralize students. This presentation details design considerations for a gamified grammar application, which serves as a supplementary learning material outside class hours for undergraduates in a university in Singapore. Findings from focus group discussions on the app in terms of content and design, perceived usefulness, perceived interaction, user interface and perceived ease of use will be shared.