Unboxing the Design of English as a Second Language (ESL) Learning Video Game for Indigenous Learners: An Empathic Designbased Approach

Q4 Social Sciences
M. Mahzan, N. Alias, I. Ismail
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引用次数: 2

Abstract

A learning application that can conjure meaningful learner experiences has always been the ultimate aim for any design and development initiative. Instructional designer longs for not only considerably rich inputs from expert members in design stage but those inputs ought to be sensitive to cognitive and emotional learner experiences, illuminating the core concept of empathic design which is deep reflection on how targeted learners impacted by the design would react when engaging with the proposed design solutions. This exploratory qualitative method study examined how subject matter experts empathised the cognitive and emotional experiences of the indigenous learners when they were designing a learning video game that aimed to heighten learning engagement in ESL classroom. A semi-structured interview with six experts was conducted. Once the proposed technology was ready for formative evaluation, one-to-one evaluation was conducted on three targeted learners to assess their usability experience. Thematic analysis was employed to analyse the interview verbatim transcriptions and one-to-one evaluation qualitative notes. The design findings indicate that the experts transformed the learner cognitive and emotional experiences for the learning video game design in the form of seven design principles and the evaluation findings show that there is a congruence between the effectiveness of those principles and the learner usability experience.
为土著学习者开启英语作为第二语言(ESL)学习电子游戏的设计:一种基于移情设计的方法
一个能够创造有意义的学习者体验的学习应用程序一直是任何设计和开发计划的最终目标。教学设计师不仅渴望从设计阶段的专家成员那里得到相当丰富的输入,而且这些输入应该对学习者的认知和情感体验敏感,从而阐明了移情设计的核心概念,移情设计是对受设计影响的目标学习者在参与所提出的设计解决方案时的反应的深刻反思。这项探索性质的研究考察了主题专家在设计旨在提高ESL课堂学习参与度的学习视频游戏时如何同情土著学习者的认知和情感体验。对6位专家进行了半结构化访谈。一旦提议的技术准备好进行形成性评估,就会对三个目标学习者进行一对一的评估,以评估他们的可用性体验。采用专题分析对访谈逐字抄录和一对一评价定性笔记进行分析。设计结果表明,专家们将学习者学习电子游戏设计的认知和情感体验转化为七个设计原则的形式,评估结果表明这些原则的有效性与学习者可用性体验之间存在一致性。
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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来源期刊
CiteScore
0.80
自引率
0.00%
发文量
27
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