A Review of Fogg's Behavior Model (FBM) and Hook Models for Gamified Learner Experience in Higher Education

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Mengqiu Tan, Siti Mahfuzah Binti Sarif

Abstract

Background/purpose – This paper provides an overview of the integration and application of the Fogg's Behavior Model (FBM) and the Hook Model for gamified learner experience in higher education, particularly in enhancing student engagement. By assessing a wide range of academic research and practical case studies, this study aims to explore how these models contribute to creating engaging and effective educational experiences.


Materials/methods – The review was carried out on 31 articles published from 2014 to 2024. These 31 discrete studies were selected because they met the inclusion criteria based on the research questions of this review. The review used as a tool to assist the review process.


Results – The results indicate that both the FBM and the Hook Model can be integrated into digital learning environment, with the FBM focusing on stimulating motivation, enhancing abilities, and setting triggers, while the Hook Model forms user habits through cycles of triggering actions, providing variable rewards, and encouraging investment.


Conclusion – This review confirms that blending FBM and the Hook Model enhances digital and gamified learning, stimulating motivation, promoting positive behavioral changes, and sustaining student engagement effectively.

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