Evaluation of a Gamified Self-care Application for University Students using the Wheel of Sukr Framework

Authors

  • Qhairul Heedayah Tamsor Faculty of Computing, Universiti Teknologi Malaysia, Malaysia
  • Nur Zuraifah Syazrah Othman Faculty of Computing, Universiti Teknologi Malaysia, Malaysia
  • Nurhafiyah Hazwani Haris Fadzillah Faculty of Computing, Universiti Teknologi Malaysia, Malaysia
  • Masitah Ghazali Faculty of Computing, Universiti Teknologi Malaysia, Malaysia
  • Hao Xu Faculty of Computing, Universiti Teknologi Malaysia, Malaysia

DOI:

https://doi.org/10.32890/jict2026.25.1.6

Keywords:

Gamification, self-care, university students, user engagement, Wheel of Sukr

Abstract

Effective self-care practices are important for university students’ well-being.  However, many students struggle to sustain these practices due to low motivation with existing digital self-care tools. While gamification shows potential, its effectiveness is often limited by implementations that lack robust theoretical foundations or alignment with psychological and motivational theories.   This study aims to utilise gamification to encourage university students to practice self-care. The study evaluates two versions of a self-care application prototype: Version A (without gamification) and Version B (with gamification), utilising the Wheel of Sukr framework. A pilot study was conducted to refine experimental procedures, followed by a main experiment with 20 undergraduate students. Data collection included pre-test forms, the User Engagement Scale-Short Form (UES-SF), the System Usability Scale (SUS), and qualitative feedback. Wilcoxon Signed-Rank tests showed significant differences favouring Version B (Z = -2.354, p = 0.019) for user engagement metrics, including focused attention, aesthetic appeal, and reward factors. Qualitative feedback indicates that students found gamification elements such as points, badges, and weather-based recommendations engaging, though some noted the added complexity as a usability challenge. The average SUS score for Version B was 80.63, indicating high usability. The findings suggest that adapting the Wheel of Sukr framework may provide a structured design approach for integrating gamification into student self-care applications, enhancing engagement while maintaining usability. This approach offers practical implications for the design of future theory-driven digital health interventions.

References

Al-Abyadh, M. H. A., & Abdel Azeem, H. A. H. (2022). Academic achievement: Influences of university students’ self-management and perceived self-efficacy. J Intell, 10(3). https://doi.org/10.3390/jintelligence10030055

AlMarshedi, A., Wills, G. B., & Ranchhod, A. (2015). The Wheel of Sukr: A framework for gamifying diabetes self-management in Saudi Arabia. Procedia Computer Science, 63, 475-480. https://doi.org/10.1016/j.procs.2015.08.370

AlMarshedi, A., Wills, G., & Ranchhod, A. (2016). Gamifying self-management of chronic illnesses: A mixed-methods study. JMIR Serious Games, 4(2), e14. https://doi.org/10.2196/games.5943

Al-Rayes et al. (2022). Gaming elements, applications, and challenges of gamification in healthcare. Informatics in Medicine Unlocked, 31, 100974.

Auttama, N., Seangpraw, K., Ong-Artborirak, P., & Tonchoy, P. (2021). Factors associated with selfesteem, resilience, mental health, and psychological self-care among university students in northern Thailand. J Multidiscip Healthc, 14, 1213-1221. https://doi.org/10.2147/JMDH. S308076

Bangor, A., Kortum, P., & Miller, J. (2009). Determining what individual SUS scores mean: Adding an adjective rating scale. Journal of Usability Studies, 4(3), 114-123.

Barbayannis, G., Bandari, M., Zheng, X., Baquerizo, H., Pecor, K. W., & Ming, X. (2022). Academic stress and mental well-being in college students: Correlations, affected groups, and COVID19. Front Psychol, 13, 886344. https://doi.org/10.3389/fpsyg.2022.886344

Berglund, A., Jaarsma, T., Berglund, E., Stromberg, A., & Klompstra, L. (2022). Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease. Eur J Cardiovasc Nurs, 21(6), 630-638. https://doi.org/10.1093/eurjcn/zvac048

Bitrián, P., Buil, I., & Catalán, S. (2021). Enhancing user engagement: The role of gamification in mobile apps. Journal of Business Research, 132, 170-185. https://doi.org/https://doi.org/10.1016/j.jbusres.2021.04.028

Brooke, J. (1996). SUS-A quick and dirty usability scale. Usability Evaluation in Industry, 189(194), 4-7.

Burns, Q., & Voida, S. (2023). Investigating mobile mental health app designs to foster engagement among adolescents. Adjunct Proceedings of the 2023 ACM International Joint Conference on

Pervasive and Ubiquitous Computing & the 2023 ACM International Symposium on Wearable Computing. Córdova Olivera, P., Gasser Gordillo, P., Naranjo Mejía, H., La Fuente Taborga, I., Grajeda Chacón,

A., & Sanjinés Unzueta, A. (2023). Academic stress as a predictor of mental health in university students. Cogent Education, 10(2). https://doi.org/10.1080/2331186x.2023.2232686

Fadzillah, N. H. H., Othman, N. Z. S., Abdul Karim Ishigaki, S., & Tamsor, Q. H. (2025). Gamification framework for psychological rehabilitation for chronic diseases patient. Journal of Health and Quality of Life, 5(1), 54-67. https://doi.org/10.37934/jhqol.5.1.5467

Fadzillah, N. H. H., Othman, N. Z. S., Ghazali, M., & Ismail, N. A. (2023). Comparing the effects of gamification to user engagement in stress management application. Journal of Advanced Research in Applied Sciences and Engineering Technology, 30(1), 290-302.

Ferrari et al. (2022). Digital interventions for psychological well-being in university students: Systematic review and meta-analysis. J Med Internet Res, 24(9), e39686. https://doi.org/10.2196/39686

Garcés, N. G., Fajardo, Z. I. E., Villao, M. L. S., Caguana, D. R. M., & Esteves, A. C. Q. (2024). Relationships between mental well-being and academic performance in university students: A systematic review. Salud, Ciencia y Tecnología-Serie de Conferencias, 3, 972.

Happify, I. (2022). Happify: For stress & worry. https://apps.apple.com/ca/app/happify-for-stressworry/id730601963

Hyseni Duraku, Z., Davis, H., Arenliu, A., Uka, F., & Behluli, V. (2024). Overcoming mental health challenges in higher education: A narrative review. Front Psychol, 15, 1466060. https://doi.org/10.3389/fpsyg.2024.1466060

Jackson et al. (2024). Exploring student preferences for implementing a digital mental health intervention in a university setting: Qualitative study within a randomised controlled trial. Digit Health, 10, 20552076241277175. https://doi.org/10.1177/20552076241277175

Jakob et al. (2022). Factors influencing adherence to mhealth apps for prevention or management of noncommunicable diseases: Systematic review. Journal of Medical Internet Research, 24(5). https://doi.org/10.2196/35371

Kabacińska et al. (2022). What criteria are young people using to select mobile mental health applications? A nominal group study. Digital Health, 8, 20552076221102775.

Kolhar, M., Kazi, R. N. A., & Alameen, A. (2021). Effect of social media use on learning, social interactions, and sleep duration among university students. Saudi J Biol Sci, 28(4), 2216-2222. https://doi.org/10.1016/j.sjbs.2021.01.010

Koo, T. H., Tang, C. Z., Lee, C. Z. Y., Lee, Z. L. H., & Kuan, G. (2024). The role of mindfulness and meditation in reducing stress and anxiety among medical students: A Systematic review. Education in Medicine Journal, 16(4), 19-28. https://doi.org/10.21315/eimj2024.16.4.2

Li, L., Hew, K. F., & Du, J. (2024). Gamification enhances student intrinsic motivation, perceptions of autonomy and relatedness, but minimal impact on competency: A meta-analysis and systematic review. Educational Technology Research and Development, 72(2), 765-796.

Lin, Y., & Gao, W. (2023). The effects of physical exercise on anxiety symptoms of college students: A meta-analysis. Frontiers in Psychology, 14, 1136900.

Liu, Y.-X., Ting, I. H., Liberona, D., & Hsu, M.-Y. (2024). Personalised user interface design for psychological counseling chatbots: A pilot study. Proceedings of the 2024 11th Multidisciplinary International Social Networks Conference.

Martinez, N., Connelly, C. D., Perez, A., & Calero, P. (2021). Self-care: A concept analysis. Int J Nurs Sci, 8(4), 418-425. https://doi.org/10.1016/j.ijnss.2021.08.007

McClincy et al. (2021). Perspectives on the gamification of an interactive health technology for postoperative rehabilitation of pediatric anterior cruciate ligament reconstruction: Usercentered design approach. JMIR Serious Games, 9(3), e27195. https://doi.org/10.2196/27195

Miller, C., Postill, B., & Andrews, J. J. W. (2023). Self-care of Canadian school psychology graduate students. Canadian Journal of School Psychology, 38(4), 349-372. https://doi.org/10.1177/ 08295735231183463

Mohamad Noor, N. M., Zolkepli, I. A., & Omar, B. (2023). It’s cool to be healthy! The effect of perceived coolness on the adoption of fitness bands and health behaviour. Journal of Information and Communication Technology, 22(1), 97-125. https://doi.org/10.32890/jict2023. 22.1.5

Mohd Johari, N. F., Mohamad Ali, N., Mhd Salim, M. H., & Abdullah, N. A. (2025). Factors driving the use of mobile health app: Insights from a survey. Mhealth, 11, 12. https://doi.org/10.21037/mhealth24-44

Nicolaidou, I., Aristeidis, L., & Lambrinos, L. (2022). A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study. Digital Health, 8, 2055207622 1109059.

O’Brien, H. L., & Toms, E. G. (2010). The development and evaluation of a survey to measure user engagement. Journal of the American Society for Information Science and Technology, 61(1), 5069.

O’Brien, H. L., Cairns, P., & Hall, M. (2018). A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of HumanComputer Studies, 112, 28-39. https://doi.org/10.1016/j.ijhcs.2018.01.004

Pardos, A., Menychtas, A., & Maglogiannis, I. (2022). Introducing gamification in ehealth platforms for promoting well-being. Informatics and Technology in Clinical Care and Public Health, 337-340. IOS Press.

Park, S. Y., Andalibi, N., Zou, Y., Ambulkar, S., & Huh-Yoo, J. (2020). Understanding students’ mental well-being challenges on a university campus: Interview study. JMIR Form Res, 4(3), e15962. https://doi.org/10.2196/15962

Qin et al. (2025). The impact of academic burnout on academic achievement: A moderated chain mediation effect from the Stimulus-Organism-Response perspective. Front Psychol, 16, 1559330. https://doi.org/10.3389/fpsyg.2025. 1559330

Ray, J., Pijanowski, J., & Lasater, K. (2020). The self-care practices of school principals. Journal of Educational Administration, 58(4), 435-451. https://doi.org/10.1108/jea-04-2019-0073

Rodríguez Ferrer, J. M., Manzano León, A., Tadeu, P., Camacho Sánchez, R., & Aguilar Parra, J. M. (2024). Gamification to engage healthy habits in socially deprived secondary school students.

Simerly, G., & Blackhart, G. (2021). The effects of self-care on undergraduate stress. The Undergraduate Journal of Psychology.

Slemon, A., Jenkins, E. K., & Bailey, E. (2021). Enhancing conceptual clarity of self-care for nursing students: A scoping review. Nurse Educ Pract, 55, 103178. https://doi.org/10.1016/j.nepr.2021. 103178

Spadola et al. (2023). Sleep and sleep knowledge among social work students: Implications for mental health and self-care education. Journal of Human Behavior in the Social Environment, 34(4), 536-551. https://doi.org/10.1080/10911359.2023.2204125

SuperBetter, L. (2023). SuperBetter: Mental health. https://apps.apple.com/ca/app/superbetter-mentalhealth/id536634968

Thieme, M., van Koningsbruggen, R., Potts, D., & Hornecker, E. (2025). AR versus physical data representations: A comparison of user engagement and spatial exploration patterns. Proceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction,

Zhang, J., Meng, J., & Wen, X. (2025). The relationship between stress and academic burnout in college students: Evidence from longitudinal data on indirect effects. Front Psychol, 16, 1517920. https://doi.org/10.3389/fpsyg.2025.1517920

Downloads

Published

31-01-2026

How to Cite

Tamsor, Q. H., Othman, N. Z. S., Haris Fadzillah, N. H., Ghazali, M., & Xu, H. (2026). Evaluation of a Gamified Self-care Application for University Students using the Wheel of Sukr Framework. Journal of Information and Communication Technology, 25(1), 107-127. https://doi.org/10.32890/jict2026.25.1.6

Research impact

Harvested 2026-09-06
0 citations recorded so far

Counts differ between services because each indexes a different body of literature. None of them is the whole picture.

Identifiers DOI 10.32890/jict2026.25.1.6 OpenAlex W7128535912 Scopus 105031394773