Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language

Detalhes bibliográficos
Autor(a) principal: Marques, Fábio Phillip Rocha
Data de Publicação: 2023
Outros Autores: Miranda, Leonardo Cunha de
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Journal on Interactive Systems
Texto Completo: https://sol.sbc.org.br/journals/index.php/jis/article/view/3239
Resumo: The evaluation of Computer-Assisted Language Learning (CALL) tools can be carried out from the perspective of different aspects, and there’s still no proposal from the literature for the evaluation of CALL games from the perspective of an “optimal experience”. Therefore, this paper proposes a set of 32 heuristics for the evaluation of educational games for Japanese Language Learning (JCALL). Furthermore, the heuristics were applied in the evaluation of JCALL L2 (i.e., as a second language) games in order to verify their usefulness. Findings show the heuristics provide good support in the evaluation of language learning educational games, and can collaborate in the redesign of these games in order to improve the optimal player experience. Finally, results also indicate the feasibility of using these heuristics in the evaluation of other types of CALL tools other than games.
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spelling Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second LanguageCALLL2JCALLflow theoryflow dimensionsflow experienceThe evaluation of Computer-Assisted Language Learning (CALL) tools can be carried out from the perspective of different aspects, and there’s still no proposal from the literature for the evaluation of CALL games from the perspective of an “optimal experience”. Therefore, this paper proposes a set of 32 heuristics for the evaluation of educational games for Japanese Language Learning (JCALL). Furthermore, the heuristics were applied in the evaluation of JCALL L2 (i.e., as a second language) games in order to verify their usefulness. Findings show the heuristics provide good support in the evaluation of language learning educational games, and can collaborate in the redesign of these games in order to improve the optimal player experience. Finally, results also indicate the feasibility of using these heuristics in the evaluation of other types of CALL tools other than games.Brazilian Computer Society2023-10-07info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://sol.sbc.org.br/journals/index.php/jis/article/view/323910.5753/jis.2023.3239Journal of Interactive Systems; v. 14 n. 1 (2023); 494-517Journal on Interactive Systems; Vol. 14 No. 1 (2023); 494-5172763-771910.5753/jis.2023reponame:Journal on Interactive Systemsinstname:Sociedade Brasileira de Computação (SBC)instacron:SBCenghttps://sol.sbc.org.br/journals/index.php/jis/article/view/3239/2380Copyright (c) 2023 Fábio Phillip Rocha Marques, Leonardo Cunha de Mirandahttp://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessMarques, Fábio Phillip RochaMiranda, Leonardo Cunha de2023-10-12T20:47:00Zoai:ojs2.sol.sbc.org.br:article/3239Revistahttps://sol.sbc.org.br/journals/index.php/jis/ONGhttps://sol.sbc.org.br/journals/index.php/jis/oaijis@sbc.org.br2763-77192763-7719opendoar:2023-10-12T20:47Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)false
dc.title.none.fl_str_mv Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
title Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
spellingShingle Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
Marques, Fábio Phillip Rocha
CALL
L2
JCALL
flow theory
flow dimensions
flow experience
title_short Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
title_full Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
title_fullStr Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
title_full_unstemmed Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
title_sort Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
author Marques, Fábio Phillip Rocha
author_facet Marques, Fábio Phillip Rocha
Miranda, Leonardo Cunha de
author_role author
author2 Miranda, Leonardo Cunha de
author2_role author
dc.contributor.author.fl_str_mv Marques, Fábio Phillip Rocha
Miranda, Leonardo Cunha de
dc.subject.por.fl_str_mv CALL
L2
JCALL
flow theory
flow dimensions
flow experience
topic CALL
L2
JCALL
flow theory
flow dimensions
flow experience
description The evaluation of Computer-Assisted Language Learning (CALL) tools can be carried out from the perspective of different aspects, and there’s still no proposal from the literature for the evaluation of CALL games from the perspective of an “optimal experience”. Therefore, this paper proposes a set of 32 heuristics for the evaluation of educational games for Japanese Language Learning (JCALL). Furthermore, the heuristics were applied in the evaluation of JCALL L2 (i.e., as a second language) games in order to verify their usefulness. Findings show the heuristics provide good support in the evaluation of language learning educational games, and can collaborate in the redesign of these games in order to improve the optimal player experience. Finally, results also indicate the feasibility of using these heuristics in the evaluation of other types of CALL tools other than games.
publishDate 2023
dc.date.none.fl_str_mv 2023-10-07
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/3239
10.5753/jis.2023.3239
url https://sol.sbc.org.br/journals/index.php/jis/article/view/3239
identifier_str_mv 10.5753/jis.2023.3239
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://sol.sbc.org.br/journals/index.php/jis/article/view/3239/2380
dc.rights.driver.fl_str_mv Copyright (c) 2023 Fábio Phillip Rocha Marques, Leonardo Cunha de Miranda
http://creativecommons.org/licenses/by/4.0
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2023 Fábio Phillip Rocha Marques, Leonardo Cunha de Miranda
http://creativecommons.org/licenses/by/4.0
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Brazilian Computer Society
publisher.none.fl_str_mv Brazilian Computer Society
dc.source.none.fl_str_mv Journal of Interactive Systems; v. 14 n. 1 (2023); 494-517
Journal on Interactive Systems; Vol. 14 No. 1 (2023); 494-517
2763-7719
10.5753/jis.2023
reponame:Journal on Interactive Systems
instname:Sociedade Brasileira de Computação (SBC)
instacron:SBC
instname_str Sociedade Brasileira de Computação (SBC)
instacron_str SBC
institution SBC
reponame_str Journal on Interactive Systems
collection Journal on Interactive Systems
repository.name.fl_str_mv Journal on Interactive Systems - Sociedade Brasileira de Computação (SBC)
repository.mail.fl_str_mv jis@sbc.org.br
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