E-Guess: Usability Evaluation for Educational Games

Authors

DOI:

https://doi.org/10.5944/ried.24.1.27690

Keywords:

educational games, heuristic method, evaluation, educational technology, computer games

Abstract

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

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Author Biographies

Aleph Campos Silveira, Universidad Federal de Lavras (Brazil)

Bachelor of Information Systems from the Federal University of Lavras (UFLA), Specialization and Master in Education from the same university. Currently professor at the Department of Computing and Civil Engineering at the Federal Center for Technological Education of Minas Gerais.

 

Ronei Ximenes Martins, Universidad Federal de Lavras (Brazil)

PhD in Psychology from Universidade São Francisco in the research line Evaluation in Educational Psychology (2008) and graduated in Mathematics from UEMG-FEPESMIG (1996) is a professor in the Department of Education at the Federal University of Lavras (UFLA), Minas Gerais / Brazil. It operates in the areas of teacher training and education mediated by digital information and communication technologies. He is a researcher with an interest in educational technology, computerized assessment and distance education. Acts as a teacher in undergraduate courses and graduate programs in the area of education. He is the institution's dean of graduation in the period 2016-2020.

Estela Aparecida Oliveira Vieira, Universidad Federal de Lavras (Brazil)

Graduation in Dentistry from the José do Rosário Vellano University (1996) and in Pedagogy from the Martins Educational Technology Center (2019), master's degree (Master recherche) Sciences humaines et sociales - Aix-Marseille Université (2010) and doctorate in Ecole doctorale Cognition, Langage , Education - Aix-Marseille Université (2014) in cotutela with the Faculty of Education of the Federal University of Minas Gerais. Teaching experience in undergraduate and graduate courses, project coordination and training. Practice area: Education and health, Adult education, Permanent and continuing education, Health promoting schools, Qualitative research methodology, Digital technologies and innovative practices.

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Published

2021-01-02

How to Cite

Silveira, A. C., Martins, R. X., & Vieira, E. A. O. (2021). E-Guess: Usability Evaluation for Educational Games. RIED-Revista Iberoamericana de Educación a Distancia, 24(1), 245–263. https://doi.org/10.5944/ried.24.1.27690

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