TraitsNavigator Quest: gamified psychometric career assessment

Abdul Aziz, Abdul Aiman Hakim and Mat Zain, Nurul Hidayah (2025) TraitsNavigator Quest: gamified psychometric career assessment. Progress in Computer and Mathematics Journal (PCMJ), 2. pp. 56-65. ISSN 3030-6728

Official URL: https://fskmjebat.uitm.edu.my/pcmj/

Abstract

Psychometric career assessments in Malaysia are tools used to evaluate individuals' cognitive abilities, personality traits, interests, and other psychological attributes to help guide career decisions. These assessments are typically used by educational institutions, career counseling centers, and employers to match individuals with suitable career paths. Answering psychometric career assessments can be crucial for students, but traditional psychometric tests can often be boring and stressful. According to research, traditional methods of career assessment can cause students to feel anxious and stressed, leading to negative feelings towards the process. Additionally, the repetitive and lengthy nature of these tests can be tedious and demotivating. This project, called TraitsNavigator Quest, aims to address this issue by creating a fun, gamified psychometric career assessment. TraitsNavigator Quest seeks to make career assessment engaging by leveraging the popularity of games among teenagers. This project intends to create an application that helps you explore careers better and makes it fun to learn. The project aims to create a game-like interface for psychometric career assessments, develop a gamified application for these assessments, and evaluate how enjoyable the experience is for users. The Rapid Application Development (RAD) methodology will be used, as it is well-suited for efficiently building and refining the application. Seven of eight elements from the E-Game Flow model were implemented in this project: concentration, goal clarity, feedback, challenge, autonomy, immersion, and knowledge improvement. The results show that the project achieves an overall enjoyment percentage of 79.85%. Results indicated that the application needs to improve in increasing pleasure when answering psychometric questions. Future work could be utilized in projecting by improving these elements used in applications to enhance user enjoyment and engagement further.

Metadata

Item Type: Article
Creators:
Creators
Email / ID Num.
Abdul Aziz, Abdul Aiman Hakim
2021899046@student.uitm.edu.my
Mat Zain, Nurul Hidayah
nurul417@uitm.edu.my
Subjects: H Social Sciences > HM Sociology > Social psychology
H Social Sciences > HM Sociology > Social psychology > Social perception. Social cognition
T Technology > T Technology (General) > Occupational Health
Divisions: Universiti Teknologi MARA, Melaka > Jasin Campus > Faculty of Computer and Mathematical Sciences
Journal or Publication Title: Progress in Computer and Mathematics Journal (PCMJ)
ISSN: 3030-6728
Volume: 2
Page Range: pp. 56-65
Keywords: Career, Assessment, Psychometric, Rapid Application Development, Applications, Enjoyment, Goal clarity, Feedback, Challenge, Autonomy, Immersion, Knowledge improvement e-GameFlow
Date: August 2025
URI: https://ir.uitm.edu.my/id/eprint/126857
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