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Gamification of a Typing Application


Timothy Shimman Huang

08/05/2025

Supervised by Fernando Alva Manchego; Moderated by Yipeng Qin

Typing is an incredibly vital soft skill in this current era, as jobs and communication become ever more digitalized, yet it remains undervalued in formal education, leaving many at an amateur level. Existing typing applications often contain flaws that can disengage users such as excessive competition or monotonous practice. The aim of this project was to create a unique solution by implementing gamification mechanics into a typing application that could motivate users of all typing proficiency to improve. To assess this, two applications were created: one with gamification mechanics and one without. A user study was then conducted to collect quantitative data including participant's typing speed before and after using the application, to find whether gamification has a significant affect on improving typing proficiency.


Initial Plan (03/02/2025) [Zip Archive]

Final Report (08/05/2025) [Zip Archive]

Publication Form