E-Guess: Usability Evaluation for Educational Games

Detalhes bibliográficos
Autor(a) principal: Silveira, Aleph Campos
Data de Publicação: 2021
Outros Autores: Martins, Ronei Ximenes, Vieira, Estela Aparecida Oliveira
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Institucional da UFLA
Texto Completo: http://repositorio.ufla.br/jspui/handle/1/46773
Resumo: Usability is a relevant aspect in the analysis of the human-machine interface, as it concerns the dialogue established between subjects, artefacts and quality of use, and interaction allowed by the system. This work presents a specific heuristic for evaluating educational games, created from Game User Experience Satisfaction (GUESS) and, concomitantly, Nielsen’s assessment tools. To this purpose, applied research using a quantitative-qualitative approach - with the participation of 3 specialized users and 4 potential users in an educational game used as a case study. The choice of GUESS as a starting point was due to a systematic review of the usability literature. Based on the model, users were invited to operate the educational game and present their impressions. From the selected results, a new use assessment tool, called E-GUESS, was formulated. With Educational-GUESS, we introduced changes aimed at pedagogical issues and educational content that also seeks to elucidate important points in the development of an educational game by allowing insights that are easily ignored during the design phase to overcome the alleged bipolarity between “fun” and “educational” in educational software games. Another contribution of the research was the usability analysis performed for the educational game used in data collection. This game, which deals with the theme Periodic Table of Chemistry and is in the validation phase, received valuable contributions for adjustments in its gameplay.
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spelling E-Guess: Usability Evaluation for Educational GamesE-Guess: Evaluación de usabilidad para juegos educativosEducational gamesHeuristic methodHeuristic evaluationEducational technologyComputer gamesJuegos educativosMétodo heurísticoEvaluación heurísticaTecnología educacionalJuego de ordenadorJogos educacionaisUsability is a relevant aspect in the analysis of the human-machine interface, as it concerns the dialogue established between subjects, artefacts and quality of use, and interaction allowed by the system. This work presents a specific heuristic for evaluating educational games, created from Game User Experience Satisfaction (GUESS) and, concomitantly, Nielsen’s assessment tools. To this purpose, applied research using a quantitative-qualitative approach - with the participation of 3 specialized users and 4 potential users in an educational game used as a case study. The choice of GUESS as a starting point was due to a systematic review of the usability literature. Based on the model, users were invited to operate the educational game and present their impressions. From the selected results, a new use assessment tool, called E-GUESS, was formulated. With Educational-GUESS, we introduced changes aimed at pedagogical issues and educational content that also seeks to elucidate important points in the development of an educational game by allowing insights that are easily ignored during the design phase to overcome the alleged bipolarity between “fun” and “educational” in educational software games. Another contribution of the research was the usability analysis performed for the educational game used in data collection. This game, which deals with the theme Periodic Table of Chemistry and is in the validation phase, received valuable contributions for adjustments in its gameplay.Resumen: Usabilidad es un aspecto relevante en el análisis de la interfaz hombre-máquina, ya que se trata del diálogo que se establece entre sujetos, artefacto y calidad de uso e interacción que permite el sistema. Este trabajo presenta una heurística específica para la evaluación de juegos educativos, creada a partir de Game User Experience Satisfaction (GUESS) y, concomitantemente, las herramientas de evaluación de Nielsen. Para ello, se realizó una investigación aplicada con un enfoque cuantitativo-cualitativo - con la participación de 3 usuarios especializados y 4 usuarios potenciales en un juego educativo utilizado como estudio de caso. La elección de GUESS como punto de partida se debió a una revisión sistemática de la literatura sobre usabilidad. Según el modelo, se invitó a los usuarios a operar el juego educativo y presentar sus impresiones. A partir de los resultados seleccionados, se formuló una nueva herramienta de evaluación de uso, denominada E-GUESS. Con Educational-GUESS, introdujimos cambios dirigidos a temas pedagógicos y contenidos educativos que también busca dilucidar puntos importantes en el desarrollo de un juego educativo al permitir percepciones que son fácilmente ignorados durante la fase de diseño con la intención de superar la supuesta bipolaridad entre "divertido" y "educativo" en los juegos de software educativo. Otro aporte de la investigación fue el análisis de usabilidad realizado para el juego educativo utilizado en la recolección de datos. Este juego, que trata sobre el tema Tabla Periódica de Química y se encuentra en fase de validación, recibió valiosos aportes para ajustes en su jugabilidad.Universidad Nacional de Educación a Distancia (UNED)2021-07-19T17:17:34Z2021-07-19T17:17:34Z2021-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfSILVEIRA, A. C.; MARTINS, R. X.; VIEIRA, E. A. O. E-Guess: Usability Evaluation for Educational Games. RIED - Revista Iberoamericana de Educación a Distancia, Madrid, v. 24, n. 1, p. 245–263, 2021. DOI: 10.5944/ried.24.1.27690.http://repositorio.ufla.br/jspui/handle/1/46773RIED. Revista Iberoamericana de Educación a Distanciareponame:Repositório Institucional da UFLAinstname:Universidade Federal de Lavras (UFLA)instacron:UFLAhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessSilveira, Aleph CamposMartins, Ronei XimenesVieira, Estela Aparecida Oliveiraeng2023-05-08T13:12:17Zoai:localhost:1/46773Repositório InstitucionalPUBhttp://repositorio.ufla.br/oai/requestnivaldo@ufla.br || repositorio.biblioteca@ufla.bropendoar:2023-05-08T13:12:17Repositório Institucional da UFLA - Universidade Federal de Lavras (UFLA)false
dc.title.none.fl_str_mv E-Guess: Usability Evaluation for Educational Games
E-Guess: Evaluación de usabilidad para juegos educativos
title E-Guess: Usability Evaluation for Educational Games
spellingShingle E-Guess: Usability Evaluation for Educational Games
Silveira, Aleph Campos
Educational games
Heuristic method
Heuristic evaluation
Educational technology
Computer games
Juegos educativos
Método heurístico
Evaluación heurística
Tecnología educacional
Juego de ordenador
Jogos educacionais
title_short E-Guess: Usability Evaluation for Educational Games
title_full E-Guess: Usability Evaluation for Educational Games
title_fullStr E-Guess: Usability Evaluation for Educational Games
title_full_unstemmed E-Guess: Usability Evaluation for Educational Games
title_sort E-Guess: Usability Evaluation for Educational Games
author Silveira, Aleph Campos
author_facet Silveira, Aleph Campos
Martins, Ronei Ximenes
Vieira, Estela Aparecida Oliveira
author_role author
author2 Martins, Ronei Ximenes
Vieira, Estela Aparecida Oliveira
author2_role author
author
dc.contributor.author.fl_str_mv Silveira, Aleph Campos
Martins, Ronei Ximenes
Vieira, Estela Aparecida Oliveira
dc.subject.por.fl_str_mv Educational games
Heuristic method
Heuristic evaluation
Educational technology
Computer games
Juegos educativos
Método heurístico
Evaluación heurística
Tecnología educacional
Juego de ordenador
Jogos educacionais
topic Educational games
Heuristic method
Heuristic evaluation
Educational technology
Computer games
Juegos educativos
Método heurístico
Evaluación heurística
Tecnología educacional
Juego de ordenador
Jogos educacionais
description Usability is a relevant aspect in the analysis of the human-machine interface, as it concerns the dialogue established between subjects, artefacts and quality of use, and interaction allowed by the system. This work presents a specific heuristic for evaluating educational games, created from Game User Experience Satisfaction (GUESS) and, concomitantly, Nielsen’s assessment tools. To this purpose, applied research using a quantitative-qualitative approach - with the participation of 3 specialized users and 4 potential users in an educational game used as a case study. The choice of GUESS as a starting point was due to a systematic review of the usability literature. Based on the model, users were invited to operate the educational game and present their impressions. From the selected results, a new use assessment tool, called E-GUESS, was formulated. With Educational-GUESS, we introduced changes aimed at pedagogical issues and educational content that also seeks to elucidate important points in the development of an educational game by allowing insights that are easily ignored during the design phase to overcome the alleged bipolarity between “fun” and “educational” in educational software games. Another contribution of the research was the usability analysis performed for the educational game used in data collection. This game, which deals with the theme Periodic Table of Chemistry and is in the validation phase, received valuable contributions for adjustments in its gameplay.
publishDate 2021
dc.date.none.fl_str_mv 2021-07-19T17:17:34Z
2021-07-19T17:17:34Z
2021-01
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv SILVEIRA, A. C.; MARTINS, R. X.; VIEIRA, E. A. O. E-Guess: Usability Evaluation for Educational Games. RIED - Revista Iberoamericana de Educación a Distancia, Madrid, v. 24, n. 1, p. 245–263, 2021. DOI: 10.5944/ried.24.1.27690.
http://repositorio.ufla.br/jspui/handle/1/46773
identifier_str_mv SILVEIRA, A. C.; MARTINS, R. X.; VIEIRA, E. A. O. E-Guess: Usability Evaluation for Educational Games. RIED - Revista Iberoamericana de Educación a Distancia, Madrid, v. 24, n. 1, p. 245–263, 2021. DOI: 10.5944/ried.24.1.27690.
url http://repositorio.ufla.br/jspui/handle/1/46773
dc.language.iso.fl_str_mv eng
language eng
dc.rights.driver.fl_str_mv http://creativecommons.org/licenses/by/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv 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 Universidad Nacional de Educación a Distancia (UNED)
publisher.none.fl_str_mv Universidad Nacional de Educación a Distancia (UNED)
dc.source.none.fl_str_mv RIED. Revista Iberoamericana de Educación a Distancia
reponame:Repositório Institucional da UFLA
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reponame_str Repositório Institucional da UFLA
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