User-Centered Evaluation of Gamification Elements for Traffic Safety Learning Systems among Adolescents

Knowing about traffic safety is crucial for teenagers who are preparing to learn to drive. Texts, images, and practice questions are typical ways of learning, but they provide few opportunities for learners to experience complicated traffic situations in a safe way. This study used a mixed-methods approach combining interviews and a questionnaire. Five participants aged 16 to 18 were first interviewed, after which a questionnaire evaluating eight gamification elements was developed based on the interviews and existing literature. A total of 60 responses were received, 58 of which qualified as participants in the research and were included in the analysis. The questionnaire data showed that real-world traffic scenarios received the highest mean ratings for learning support and engagement, at 4.14 and 4.12, respectively, while timely feedback achieved the second-highest rating for learning support, at 3.93. The results suggest that design elements of traffic safety education should prioritize the acquisition and practical application of traffic knowledge, while also accommodating individual preferences regarding competition, immersion, and time efficiency.

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Publication Details

Journal
Applied and Computational Engineering
Published
2026-11-10
DOI
https://doi.org/10.54254/2755-2721/2026.ba38735
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

User-Centered Evaluation of Gamification Elements for Traffic Safety Learning Systems among Adolescents

Henry Peize Huang
Applied and Computational Engineering
Educational Games and Gamification
article

User-Centered Evaluation of Gamification Elements for Traffic Safety Learning Systems among Adolescents

Henry Peize Huang
article en

Abstract

Knowing about traffic safety is crucial for teenagers who are preparing to learn to drive. Texts, images, and practice questions are typical ways of learning, but they provide few opportunities for learners to experience complicated traffic situations in a safe way. This study used a mixed-methods approach combining interviews and a questionnaire. Five participants aged 16 to 18 were first interviewed, after which a questionnaire evaluating eight gamification elements was developed based on the interviews and existing literature. A total of 60 responses were received, 58 of which qualified as participants in the research and were included in the analysis. The questionnaire data showed that real-world traffic scenarios received the highest mean ratings for learning support and engagement, at 4.14 and 4.12, respectively, while timely feedback achieved the second-highest rating for learning support, at 3.93. The results suggest that design elements of traffic safety education should prioritize the acquisition and practical application of traffic knowledge, while also accommodating individual preferences regarding competition, immersion, and time efficiency.

Applied and Computational EngineeringVol. 276(1)
Educational Games and Gamification
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