面向儿童教育的民间故事移动应用用户体验研究

Norshahila Ibrahim, Wan Fatimah, W. Ahmad, A. Shafie
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引用次数: 11

摘要

如今,儿童早期接触智能手机和平板电脑等设备作为学习工具已经非常普遍。使用ipad和平板电脑等设备学习可以激发孩子们的动力和注意力。因此,对移动学习应用的用户体验进行评估和测量变得至关重要。我们做了一些研究,目的是为了从用户那里获得反馈,比较应用程序并获得感知,而不是观察应用程序的质量。本文采用用户体验问卷调查工具,对民间故事手机应用MFolktales的用户体验评价进行了研究。本研究的目的是了解MFolktales移动应用程序对最终用户的意义和影响。基于一个经过验证的概念模型开发了MFolktales移动应用程序,研究包括对设计原则和需求的分析和定义。本应用程式包含一个动画故事模块和几个游戏模块,旨在向儿童推广马来民间故事。这项研究仅限于5至7岁的儿童。该原型在社区发展部的15名幼儿园学生身上进行了测试。结果,MFolktales在用户感知上获得了积极的印象,在相对质量上达到了良好的产品。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
User Experience Study on Folktales Mobile Application for Children's Education
Early exposure to devices such as smart phones and tablets among children as a learning tool has been very common nowadays. Learning using devices like iPads and tablets can stimulate children's motivation and concentration. Therefore, evaluation and measurement of user experience for mobile learning application become crucial. There were some studies have been done in order to get feedback from users in terms of comparing the application and getting perception rather than observing the quality of the application. This paper presented the study on evaluation of user experience for folktales mobile application called MFolktales by implementing user experience questionnaire tools. The objective of this study is to access the significance and impact of the MFolktales mobile application towards end users. The MFolktales mobile application has been developed based on a validated conceptual model, and the study includes the analysis and the definition of the design principles and requirements. This application contains an animation story module and several games modules which aim to promote Malay folk stories to children. This research is limited to children aged 5 to 7 years old. The prototype was tested on 15 kindergarten students from KEMAS (Community Development Department). As the results, the MFolktales got the positive impression in user perception and achieved as a good product in relative quality.
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