Assessing the Usability of a Tangible Educational Game for Children

S. AlDakhil, Ebtehal Al Taleb, Munirah Al Ghamlas, Shiroq Al-Megren
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引用次数: 3

Abstract

This paper presents the experience and results aimed to evaluate the user experience of children when they interact with a tangible educational application. The main goal was to create a usability study on the Osmo Genius Kit, observe children's experience while playing and assess the overall effectiveness of the game. Twelve children (6 girls and 6 boys) between the ages of 10 and 12 were observed on how they interact with three games (Numbers, Words, and Tangram). Two types of questionnaires (pre- and post-test questionnaires), combined with an interview, were designed. Moreover, smiley faces were used as scales to measure the answers for each participant. Overall, all children enjoyed playing the Osmo game. However, the results confirm that 42% of the participants experienced difficulty in playing with tangible pieces. In addition, boys are slightly better than girls, as they commit fewer errors, and they are generally more skillful than girls in most of the games.
评估儿童有形教育游戏的可用性
本文介绍了体验和结果,旨在评估儿童与有形教育应用程序交互时的用户体验。我们的主要目标是针对Osmo Genius Kit进行可用性研究,观察儿童在玩游戏时的体验并评估游戏的整体有效性。研究人员观察了12名10至12岁的儿童(6名女孩和6名男孩)在玩数字、单词和七巧板这三种游戏时的互动情况。设计了两种类型的问卷(测试前问卷和测试后问卷),并结合了访谈。此外,笑脸被用作衡量每个参与者答案的尺度。总的来说,所有的孩子都喜欢玩Osmo游戏。然而,结果证实,42%的参与者在玩有形棋子时遇到了困难。此外,男孩比女孩稍微好一点,因为他们犯的错误更少,而且在大多数游戏中他们的技巧通常比女孩好。
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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