Evaluating the Usability and User Engagement of Herbal Heritage as a Medium for Gamified Learning of Kenyah and Kayan Traditional Medicinal Knowledge Using Extended Reality
| dc.citation.epage | 15 | |
| dc.citation.issue | 4 | |
| dc.citation.spage | 1 | |
| dc.citation.volume | 37 | |
| dc.contributor.author | Ally Dian Hendrick | |
| dc.contributor.author | Suriati Khartini Jali | |
| dc.contributor.author | Nurul Farizah Ridzuan | |
| dc.contributor.author | Jane Labadin | |
| dc.contributor.author | Abby Lian Hendrick | |
| dc.contributor.author | Mohd Harith Syazwan Samsawi | |
| dc.contributor.department | Institute for Tourism Research and Innovation | |
| dc.date.accessioned | 2026-07-15T06:50:28Z | |
| dc.date.issued | 2026-07-10 | |
| dc.description.abstract | Indigenous knowledge of traditional medicine, which has sustained Borneo’s ethnic tribes for generations, is facing extinction due to the preference for modern medicine and a lack of motivation to pass down this wisdom. To combat this potential loss, thisstudy explored the usability and user engagement of a smartphone-based extended reality application, Herbal Heritage, a gamified learning tool for Kenyah and Kayan medicinal practices. The study employed a mixed-methods approach to identify which gamification elements would best motivate users when utilizing augmented reality (AR) and non-immersive virtual reality (VR). Data collection methods included a post-test questionnaire that used the System Usability Scale (SUS), Intrinsic Motivation Inventory (IMI), observations, and open-ended interviews. The data collection was conducted at the FORUM Cultural Centre, Miri, with the Kenyah and Kayan communities. It found that a unified device offering both gamified AR and VR experiences was well-received by the community. The final prototype was highly successful, with participants deeming the immersive, gamified elements a valuable and effective means of preserving this indigenous knowledge. | |
| dc.description.references | Uncontrolled Keywords: ugmented reality (AR), cultural heritage, extended reality, gamification, virtual reality. | |
| dc.description.status | Published | |
| dc.identifier.citation | Hendrick, A. D., Jali, S. K., Ridzuan, N. F., Labadin, J., Hendrick, A. L., & Samsawi, M. H. S. (2026). Evaluating the Usability and User Engagement of Herbal Heritage as a Medium for Gamified Learning of Kenyah and Kayan Traditional Medicinal Knowledge Using Extended Reality. Computer Animation and Virtual Worlds, 37(4), 1-15. https://doi.org/10.1002/cav.70167 | |
| dc.identifier.doi | https://doi.org/10.1002/cav.70167 | |
| dc.identifier.email | jskhartini@unimas.my | |
| dc.identifier.issn | 1546-427X | |
| dc.identifier.uri | https://onlinelibrary.wiley.com/doi/10.1002/cav.70167 | |
| dc.identifier.uri | https://scholarhub.unimas.my/handle/123456789/1186 | |
| dc.publisher | John Wiley & Sons, Inc. | |
| dc.relation.ispartof | Computer Animation and Virtual Worlds | |
| dc.title | Evaluating the Usability and User Engagement of Herbal Heritage as a Medium for Gamified Learning of Kenyah and Kayan Traditional Medicinal Knowledge Using Extended Reality | |
| dc.type | Articles | |
| dc.type.status | Yes |
