启发式可用性评估在教育类游戏中的应用

Anara Olimpio, Pollyana Notargiacomo
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引用次数: 0

摘要

本文分析了评估数字工具和数字游戏的交互式方法的成功之处,重点是可用性。为此,它绘制了游戏可用性的启发式评估,称为可玩性。在这种情况下,进行了文献回顾,试图包含最杰出的作者以及有助于理解应用软件评估的最佳方法和此类评估的最佳时机的文章。启发式可用性评估是开发人员改进交互工具的一个有用工具。许多开发者采用了基于互动游戏的学习方式,因为它的特点能够激发移动学习系统。在整合这些论文和启发后,选出了三款面向音乐教学的数字游戏。结果表明,我们有可能识别和分析可玩性问题,让设计师做出改进,从而改善用户体验,比如促进学习过程的可能性。定性研究是有益的,因为它有助于理解交互工具中出现的可用性问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
HEURISTIC USABILITY EVALUATION APPLIED TO EDUCATIONAL GAMES
The article analyzes the success of interactive methods for evaluating digital tools and digital games with a focus on usability. To do so, it maps out the game's heuristic evaluations of usability, called playability. In this context, a bibliographic review was performed, seeking to encompass the most prominent authors as well as the articles that help in understanding the best way to apply software evaluation and the best timing for such evaluation. Heuristic evaluation of usability is a useful tool for developers to improve interactive tools. Many developers have adopted interactive game-based learning because of its characteristics, and have been able to motivate mobile learning systems. After the consolidation of these papers and heuristics, three digital games geared toward music teaching were selected. The results show that it is possible to identify and analyze problems of playability, allowing designers to make corrections that can improve user experience, such as the possibility of contributing to the learning process. The qualitative study was beneficial, as it helped to understand usability problems that occur in interactive tools.
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