Measuring usability of educational computer games based on the user success rate

Marina Ismail, N. Diah, Suzan Ahmad, N. Kamal, Mohd Khairulnizam Md Dahari
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引用次数: 28

Abstract

Children learn through play [1]. According to Crawford [2] educational game is the children's first contact with the computer. Therefore, it is important that the computer games for children are well designed and usable. Usability testing can also be adopted to assess learner's motivation towards learning. Assessing the usability with children requires special consideration. Children must be allowed to play freely and expressed their opinion while being observed. This study explores the measuring consideration for the usability of an educational game called Jelajah. Jelajah, was designed to teach pre-schools children to learn the Malay words and was developed based on a solid research on educational approaches. Five pre-school children were selected for this study. During the usability testing session, children are observed and their behaviors are recorded in an observation checklist. The session was video-taped for further observation. A post test was administered after the session to seek the children's satisfaction in using the game for learning. Data collected were quantitative and qualitative data. Data were later quantified to measure the effectiveness, efficiency and satisfaction towards the software. Based on the analysis, children showed interest and were highly motivated to learn when using educational game for learning.
基于用户成功率衡量教育类电脑游戏的可用性
儿童在游戏中学习[1]。根据克劳福德[2]的观点,教育游戏是儿童与电脑的第一次接触。因此,为孩子们设计好的电脑游戏是很重要的。可用性测试也可以用来评估学习者的学习动机。评估儿童的可用性需要特别考虑。必须允许孩子们自由玩耍,在观察的同时表达他们的意见。本研究探讨了一款名为《Jelajah》的教育游戏的可用性度量。Jelajah,旨在教学龄前儿童学习马来语单词,是基于对教育方法的坚实研究而开发的。本研究选取了5名学龄前儿童。在可用性测试阶段,孩子们被观察,他们的行为被记录在观察清单中。会议录像以供进一步观察。会议结束后进行了后测试,以寻求儿童在使用游戏进行学习时的满意度。收集的数据包括定量和定性数据。数据随后被量化,以衡量对软件的有效性、效率和满意度。通过分析发现,儿童在使用教育类游戏进行学习时,表现出了浓厚的学习兴趣和学习动机。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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