严肃游戏的可用性评估:基于情感和满足感

Fabiola Talavera - Mendoza, Maria Luz Gonzales Diaz, Víctor Raúl Rojas Gómez, Ronald Orlando Pocco Hancco
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引用次数: 1

摘要

历史文化遗产阐明了过去和现在,将其作为课堂上的教学过程重新评估,与教育中越来越多地使用移动技术相关联,它为教学方法的创新创造了新的空间。因此,我们打算通过专家的判断来评估严肃游戏的构造特征的工具,并从学生的角度来评估他们的兴奋和满意度。该方法是定量的,具有内容效度的工具研究和相关描述性设计。可用性工具由6位专家评委通过艾肯的V进行验证。研究人群为35名中学生,满意度与情绪呈高度正相关(0.785)。我们得出结论,效度和信度标准是积极的和相关的测量。此外,学生透过严肃游戏,对历史文化遗产有较高的积极性、满意度和兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluation of the Usability of a Serious Game: Through Emotions and Satisfaction
The historical cultural heritage articulates the past and the present, to revalue itself as a didactic process from the classroom, linked to the growing use of mobile technology in education, it generates new spaces for innovation in teaching methodology. Therefore, we intend to evaluate, through the judgment of experts, instruments of the construction features of a Serious Game and from a student’s perspective their excitement and satisfaction. The approach is quantitative, with an instrumental study of content validity and a correlational descriptive design. The usability instrument was validated by 6 expert judges through the V of Aiken. The study population is made up of 35 secondary school students, showing a high positive correlation of 0.785 between satisfaction and emotions. We conclude that the validity and reliability criteria are positive and relevant for the measurement. In addition, the students achieved high motivation, satisfaction and interest in the historical cultural heritage through the Serious Game.
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