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Heuristic Evaluation on Usability of Educational Games: A Systematic Review
Informatics in Education ( IF 2.1 ) Pub Date : 2019-10-16 , DOI: 10.15388/infedu.2019.20
Estela Aparecida Oliveira VIEIRA , Aleph Campos da SILVEIRA , Ronei Ximenes MARTINS

This work presents a systematic review whose objective was to identify heuristics applicable to the evaluation of the usability of educational games. Heuristics are usability engineering methods that aim to detect problems in the use of a system during its development and / or when its interface is in interaction with the user. Therefore, applying heuristics is an essential part of developing digital educational games. Search sources were articles available in all the databases present in the Capes / MEC / Brazil periodicals portal, in the available languages. The descriptors adopted were “educational games”, “heuristic” and “usability” in Boolean search in titles, abstracts and keywords, with AND operator, for publications starting in 2014. The inclusion criteria were: (a) articles with a clear description of the methodology used in the usability analysis; (b) studies presenting primary data and (c) articles whose focus corresponds to the investigated question. Two examiners conducted the searches in the databases and a third the evaluation and general review of the data. Initially, 93 articles were identified, of which 19 were repeated, 5 were literature reviews. Of the 69 that remained, 57 were elected as not eligible with only 12 selected for full studies, of which 6 entered the final review. With this review we can deduce that the field of heuristics and usability for educational games is still little explored, with few specific evaluations validated or in the process of validation, requiring greater investment in the area. Through this review, we found at least one heuristic that meets the usability evaluation of educational software: Game User Experience Satisfaction Scale (GUESS).

中文翻译:

教育游戏可用性的启发式评估:系统评价

这项工作提出了系统的审查,其目的是确定适用于评估教育游戏可用性的启发式方法。启发式是可用性工程方法,旨在在系统开发过程中和/或系统界面与用户交互时检测系统使用中的问题。因此,应用启发式方法是开发数字教育游戏的重要组成部分。搜索来源是Capes / MEC / Brazil期刊门户中存在的所有数据库中可用语言的文章。从2014年开始,使用AND运算符对标题,摘要和关键字进行布尔搜索时采用的描述符是“教育游戏”,“启发式”和“可用性”。纳入标准为:(a)清楚说明了可用性分析中使用的方法的文章;(b)提供主要数据的研究,以及(c)重点与所研究问题相对应的文章。两名审查员在数据库中进行搜索,第三名审查员对数据进行评估和一般审查。最初,鉴定出93篇文章,其中19篇被重复,5篇文献综述。在剩下的69个中,有57个被选为不合格,只有12个被选中进行全面研究,其中6个进入了最终审查。通过本次审查,我们可以得出结论,教育游戏的启发式和可用性领域仍很少探索,很少有经过验证的特定评估或正在验证过程中,需要对该领域进行更多的投资。通过这次审核,
更新日期:2019-10-16
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