A Comparative Review of Fogg's Behavior Model (FBM) and the Hook Model in Education Sector at Higher level for Enhancing Gamified Learning

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Mengqiu Tan , Siti Mahfuzah Binti Sarif

Abstract

This paper presents an overview of the integration and application of Fogg's Behavior Model (FBM) and the Hook Model in gamified learning experiences within higher education, focusing on their role in enhancing student engagement. By reviewing a broad range of academic studies and practical case analyses, the study examines how these models contribute to creating engaging and effective educational environments. The studies were selected based on inclusion criteria aligned with the research questions of this review. The findings reveal that both FBM and the Hook Model can be effectively incorporated into digital learning environments. FBM emphasizes stimulating motivation, improving abilities, and setting triggers, while the Hook Model fosters user habits through cycles of triggering actions, offering variable rewards, and encouraging investment.

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