Heuristics to Support the Evaluation of Optimal Experience in Educational Games for Learning Japanese as a Second Language
Autor(a) principal: | |
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Data de Publicação: | 2023 |
Outros Autores: | |
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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Journal on Interactive Systems |
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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 |
_version_ |
1796797411494985728 |