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Designing User-Centered Gamified Mixed Reality: Innovative Frameworks and Gamified MR Application
Author(s)
Date Issued
2025
Date Available
2025-10-30T16:08:53Z
Abstract
This thesis explores integrating Mixed Reality (MR) and gamification through a motivational design model previously unexplored in higher education. Existing tools lack frameworks merging MR’s immersive potential with gamification, resulting in less engaging experiences. Using the ADDIE framework, this study addresses methodological, theoretical, practical, and empirical gaps, aligning technological advancements with pedagogical needs. The study evaluates MR’s application in higher education by synthesising data and policies, then develops gamified MR frameworks using ARCS+G and rapid application development (RAD) models. It designs and develops a gamified MR application, assessed through a real-life case study to evaluate its impact on student motivation. Theoretical and technical frameworks are validated to ensure their robustness and practical applicability, bridging theoretical concepts and implementation in advancing MR and gamification in education. The ADDIE framework guides the research methodology. A literature review in the ‘analysis’ phase identifies gaps and opportunities, examining user needs and aligning goals for the gamified MR system. The ‘design’ phase develops a theoretical framework using ARCS+G to enhance gamified elements aligned with user needs. The ‘development’ phase integrates theory into practice with RAD methodology, outlining iterative processes for creating functional MR components. The ‘implementation’ phase deploys the gamified MR system for real-world interaction, focusing on Microsoft HoloLens 2 and gathering feedback via pilot study and experimental evaluations. The final ‘evaluation’ phase assesses usability and user experience from experts perspectives, validating the framework and offering improvement recommendations. Findings provide empirical evidence supporting gamified MR’s benefits in education, emphasising user-centred design for impactful tools. By developing and validating frameworks, this research demonstrates how immersive technologies combined with motivational strategies enhance educational settings. It contributes to refining the ADDIE framework for MR and gamification integration, addressing unique challenges, and creating systematic, user-focused methods for gamified MR applications aligned with educational objectives. This study offers a practical roadmap for innovation, merging MR and gamification to advance human–computer interaction (HCI) and educational technology, enabling immersive learning tools. It establishes a foundation for future exploration of scalable frameworks, diverse educational contexts, and emerging technologies to enhance engagement and outcomes. Through ADDIE’s structured approach, beginning with user analysis, progressing to design and iterative development, and culminating in deployment and evaluation, this study marks a significant step forward. However, integrating MR and gamification into education is just beginning, presenting vast opportunities for future innovation.
Type of Material
Doctoral Thesis
Qualification Name
Doctor of Philosophy (Ph.D.)
Publisher
University College Dublin. School of Computer Science
Copyright (Published Version)
2025 the Author
Language
English
Status of Item
Peer reviewed
This item is made available under a Creative Commons License
File(s)
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Name
Areej_s_Thesis__Gamified_MR_V4.pdf
Size
26.58 MB
Format
Adobe PDF
Checksum (MD5)
847f8c3517b06761c450ac2470bf4f59
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