E-Guess: Usability Evaluation for Educational Games
DOI:
https://doi.org/10.5944/ried.24.1.27690Palavras-chave:
educational games, heuristic method, evaluation, educational technology, computer gamesResumo
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.
FULL ARTICLE:
https://revistas.uned.es/index.php/ried/article/view/27690/22047
Downloads
Referências
Allen, W. C. (2006). Overview and evolution of the ADDIE training system. Advances in Developing Human Resources, 8(4), 430-441. https://doi.org/10.1177/1523422306292942
Azevedo, D., Silveira, A. C., Lopes, C. O., Amaral, L. O., Goulard, I. C. V., & Martins, R. X (2018). Letramento digital: uma reflexão sobre o mito dos 'Nativos Digitais'. Renote. Revista Novas Tecnologias na Educação, 16, 1-11. https://doi.org/10.22456/1679-1916.89222
Barbacci, M., & Klein, M., Longstaff, T., & Weinstock, C. (1995). Quality Attributes (CMU/SEI-95-TR-021). http://resources.sei.cmu.edu/library/asset-view.cfm?AssetID=12433. https://doi.org/10.21236/ADA307888
Bruner, J. (2009). Interaction de guidage, étayage et développement. Université de Genève. http://www.unige.ch/fapse/SSE/teachers/crahay/PDA/Bruner
Busch, C., Claßnitz, S., Selmanagić, A., Steinicke, M. (2015). Developing and Testing a Mobile Learning Games Framework. Electronic Journal of e-Learning, 13(3), 151-166.
Czauderna, A., Guardiola, E. (2019). The Gameplay Loop Methodology as a Tool for Educational Game Design. Electronic Journal of e-Learning, 17(3), 201-227. https://doi.org/10.34190/JEL.17.3.004
Freitas, S. (2017). Are Games Effective Learning Tools? A Review of Educational Games. Educational Technology & Society, 21(2), 74-84.
Fisch, S., M. (2005). Making Educational Computer Games “Educational”. Proceedings of the 2005 conference on Interaction design and children. (pp. 56-61). ISBN:1-59593-096-5. https://doi.org/10.1145/1109540.1109548
Garcia-Ruiz, M. A., Xu, S., Santana-Mancilla, P. C., & Iniguez-Carrillo, A. L. (2020). Experiences in Teaching and Learning Video Game Testing with Post-mortem Analysis in a Game Development Course. In Proceedings of EdMedia + Innovate Learning (pp. 597-602). Online, The Netherlands: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/217358/
Gunther, H. (2003). Como Elaborar um Questionário. Laboratório de Psicologia Ambiental Universidade de Brasília. Série: Planejamento de Pesquisa nas Ciências Sociais, Nº 01. Instituto de Psicologia.
Hawlitschek, A., & Joeckel, S. (2017). Increasing the effectiveness of digital educational games: The effects of a learning instruction on students learning, motivation and cognitive load. Computers in Human Behavior. Elsevier. https://doi.org/10.1016/j.chb.2017.01.040
Hermawati, S., & Lawson, G. (2016). Establishing usability heuristics for heuristics evaluation in a specific domain: Is there a consensus? Applied ergonomics, 56, 34-51. https://doi.org/10.1016/j.apergo.2015.11.016
Heinecke W., & Adamy, P. (2010). Evaluating Technology in Teacher Education: Lessons from the Preparing Tomorrow's Teachers for Technology. Research Methods in Educational Technology. Information. ISBN-10: 1607521350. ISBN-13: 978-1607521358.
IEEE Standard for Software Quality Assurance Processes," in IEEE Std 730-2014 (Revision of IEEE Std 730-2002), v.1. pp.1-138, 13 June 2014. https://doi.org/10.1109/IEEESTD.2014.6835311
Joyce, A. (2019). 10 Usability Heuristics Applied to Video Games. Nielsen Norman Group. https://www.nngroup.com/articles/usability-heuristics-applied-video-games/
Junior, A. M. (2006). O videogame nas aulas de educação física. Grupo de Pesquisas em Educação Física Escolar da FEUSP/CNPq.
Kielgast, S., & Hubbard, B. A. (1997). Valor agregado à informação: da teoria à prática. Ciência da informação, 26(3). https://doi.org/10.1590/S0100-19651997000300007
Lamb, R. L., Anneta, L. A., & Firestone, J. B. (2018). A meta-analysis with examination of moderators of student cognition affect, and learning outcomes while using serious educational games, serious games and simulations. Computer in Human Behavior. Issue. 80, 158-167. https://doi.org/10.1016/j.chb.2017.10.040
Lauesen, S. (2005). User Interface Design: A Software Engineering Perspective. Pearson/Addison-Wesley. ISBN: 0321181433, 9780321181435
Lévy, P. (2003). A inteligência coletiva: por uma antropologia do ciberespaço. 4.ed. São Paulo: Loyola.
Lope, R. P., Arcos, J. R. L., Medina-Medina, N., Paderewski, P., & Guiérrez-Vela, F. L. (2017). Design Methodology for Educational Games based on Graphical Notations: Designing Urano. Entertainment Computing, 18, 1-14. https://doi.org/10.1016/j.entcom.2016.08.005
Nielsen, J. (1994). Usability inspection methods. In Conference companion on Human factors in computing systems, (pp. 413-414). https://doi.org/10.1145/259963.260531
Nielsen, J. (2000). How to Conduct a Heuristic Evaluation. https://www.nngroup.com/articles/how-to-conduct-a-heuristic-evaluation/
Phan, M., Keebler, J., & Chaparro, B. (2016). The Development and Validation of the Game User Experience Satisfaction Scale (GUESS). Human Factors: The Journal of the Human Factors and Ergonomics Society, 58. https://doi.org/10.1177/0018720816669646
Ray, B. B., Powell, A., & Jacobsen, B. (2014). Exploring Preservice Teacher Perspectives on Video Games as Learning Tools. Journal of Digital Learning in Teacher Education, 31(1), 28-34. https://doi.org/10.1080/21532974.2015.979641
Root, R. W., & Draper, S. (1983). Questionnaires as a software evaluation tool. Proceedings of CHI 83, (pp. 83-87). New York: NY: ACM. https://doi.org/10.1145/800045.801586
Sweller, J. (2002). Visualisation and instructional design. En R. Ploetzner (Ed.), Proceedings of the International Workshop on Dynamic Visualizations and Learning (pp. 1501-1510). Tübingen, Germany.
Squire, K. (2011). Video Games and Learning: Teaching and Participatory Culture in the Digital Age (Technology, Education–Connections (The TEC Series)). Technology, Education–Connections (The TEC Series). Publisher: Teachers College. ISBN-10: 0807751987. ISBN-13: 978-0807751985.
Smolka, A. L. B. (2000). O (im)próprio e o (im)pertinente na apropriação das práticas sociais. Cadernos Cedes, 50, 26-40. https://doi.org/10.1590/S0101-32622000000100003
Vieira, E. A. O., Silveira, A. C., & Martins, R. X. (2019). Heuristic Evaluation on Usability of Educational Games: A Systematic Review. Informatics in Education, 18, 1-20. https://doi.org/10.15388/infedu.2019.20
Whitson, J. R. (2020). What Can We Learn from Studio Studies Ethnographies? A “Messy” Account of Game Development Materiality, Learning, and Expertise. Games and Culture, 15(3), 266-288. https://doi.org/10.1177/1555412018783320
Yeni, S., & Gagiltay, K., (2017). A heuristic evaluation to support the instructional and enjoyment aspects of a math game. Program electronic library and information systems, 51(4), 406-423. https://doi.org/10.1108/PROG-07-2016-0050
Zhonggen, Y. (2019). A Meta-Analysis of Use of Serious Games in Education over a Decade. Hindawi International Journal of Computer Games Technology. Article ID 4797032. https://doi.org/10.1155/2019/4797032
Publicado
Como Citar
Edição
Secção
Licença
Direitos de Autor (c) 2020 RIED. Revista Iberoamericana de Educación a Distancia

Este trabalho encontra-se publicado com a Licença Internacional Creative Commons Atribuição 4.0.
As obras que são publicadas neste revista estão sujeitas ao seguintes termos:
1. Os autores cedem de forma não exclusiva os direitos de exploração dos trabalhos aceitos para sua publicação a "RIED. Revista Iberoamericana de Educação a Distância", garantem à revista o direito de ser a primeira publicação do trabalho e permitem que a revista distribua os trabalhos publicados sob a licença de indicada no ponto 2.
2. As obras são publicadas na edição eletrônica da revista sob uma licença Creative Commons Atribuição 4.0 Internacional (CC BY 4.0). Podem copiar e redistribuir o material em qualquer suporte ou formato, adaptar, remixar, transformar, e criar a partir do material para qualquer fim, mesmo que comercial. Você deve atribuir o devido crédito, fornecer um link para a licença, e indicar se foram feitas alterações. Você pode fazê-lo de qualquer forma razoável, mas não de uma forma que sugira que o licenciante o apoia ou aprova o seu uso.
3. Condições de auto-arquivo. Permite-se e incentava-se aos autores difundir eletronicamente a versõ OnlineFirst (versão avaliada e aceita para publicação) de su obra antes de sua publicação, sempre com referência a sua publicação na RIED, já que favorece sua circulação e difusão mais cedo e com isso um possível aumento em sua citação e alcance entre a comunidade acadêmica. Color RoMEO: verde.

