开发监测儿童教育游戏应用可用性的仪表板

N. I. Alcivar, Diego Alejandro Carrera Gallego, Lissenia Sornoza-Quijije, Marco Xavier Mendoza Quelal
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引用次数: 13

摘要

如今,在移动设备上执行的数字游戏应用或交互式儿童教育游戏(以下简称app)开始被广泛用于补充儿童教育,特别是在儿童早期教育中。然而,数字游戏应用并不能及时收集数据,因此,通过适当的解释,它们可以作为决定游戏内容、类型和级别的指南,这些游戏应该作为支持儿童教育的数字工具。在这篇文章中,我们指出了如何通过开发一个连接到云中的数据库的仪表板,以有序和精确的方式获取和呈现允许测量这些类型的应用程序的使用、可玩性和可用性因素的信息。对于仪表板的开发及其与应用程序的实时链接进行监控,使用JavaScript通过框架Sails.js和数据库在PostgreSQL中实现。同时,为了进行数据传输测试,我们在Android上实现了两个移动应用程序,一个使用Unity编程,另一个使用Adobe Animate编程。这两个应用程序都是通过以JSON文件格式记录内部数据来设计的。为了分析和获得结果,我们使用了2014年PQM指标(可玩性质量模型),并应用了一种适应性理论,该理论有助于识别影响拉丁美洲当地环境中信息系统和技术使用和采用的因素。试点测试是在厄瓜多尔瓜亚基尔市边缘地区学校就读的4至8岁儿童中进行的。这些对技术使用知之甚少的孩子,可以更好地评估不同的场景,以衡量应用程序及其内容的行为使用,而不会对之前的数字教育游戏知识产生重大影响。这篇文章提出了一个广泛的和纵向的多学科研究的第一个结果,有关组织和个人参与幼儿教育。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Developing a Dashboard for Monitoring Usability of Educational Games Apps for Children
Nowadays digital game applications or interactive children's educational games implemented in mobile devices (to be identified as Apps), are beginning to be widely used to complement children's education, particularly during early childhood education. However, digital game Apps do not generate a timely collection of data that could be obtained, so that with a proper interpretation they can serve as a guide in making decisions about the content, types, and level of games that should be created as digital tools to support children's education. In this article, is indicated how through the development of a dashboard, linked to a database in the cloud, it is possible to obtain and present information that allows measuring the use and playability and usability factors for these types of Apps, in an orderly and precise manner. For the development of the dashboard and its link in real time with the Apps to monitor, JavaScript was used through the framework Sails.js and the database implemented in PostgreSQL. In parallel, for the data transmission tests, two mobile applications were implemented in Android, one programmed in Unity and the second using Adobe Animate. Both Apps were designed by recording internal data in JSON file format. To analyze and obtain results, we used PQM metrics 2014 (Playability Quality Model), and we applied an adapted theory which helps to facilitate the identification of factors affecting the use and adoption of information systems and technologies in Latin American local contexts. The Pilot tests were carried out with children from 4 to 8 years attending schools of marginal areas in the city of Guayaquil, Ecuador. These children with little knowledge of technology use, facilitate better evaluation of different scenarios to measure the behavioral use of the Apps and their contents without significant influence of previous knowledge about digital educational games. This article presents the first results of an extensive and longitudinal multidisciplinary research, relevant to organizations and people involved in early childhood education.
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