Abstract
Usabilidad es un aspecto relevante en el análisis de la interfaz hombre-máquina, ya que se trata del diálogo que se establece entre sujetos, artefacto y calidad de uso e interacción que permite el sistema. Este trabajo presenta una heurística específica para la evaluación de juegos educativos, creada a partir de Game User Experience Satisfaction (GUESS) y, concomitantemente, las herramientas de evaluación de Nielsen. Para ello, se realizó una investigación aplicada con un enfoque cuantitativo-cualitativo - con la participación de 3 usuarios especializados y 4 usuarios potenciales en un juego educativo utilizado como estudio de caso. La elección de GUESS como punto de partida se debió a una revisión sistemática de la literatura sobre usabilidad. Según el modelo, se invitó a los usuarios a operar el juego educativo y presentar sus impresiones. A partir de los resultados seleccionados, se formuló una nueva herramienta de evaluación de uso, denominada E-GUESS. Con Educational-GUESS, introdujimos cambios dirigidos a temas pedagógicos y contenidos educativos que también busca dilucidar puntos importantes en el desarrollo de un juego educativo al permitir percepciones que son fácilmente ignorados durante la fase de diseño con la intención de superar la supuesta bipolaridad entre "divertido" y "educativo" en los juegos de software educativo. Otro aporte de la investigación fue el análisis de usabilidad realizado para el juego educativo utilizado en la recolección de datos. Este juego, que trata sobre el tema Tabla Periódica de Química y se encuentra en fase de validación, recibió valiosos aportes para ajustes en su jugabilidad.
Highlights
Usability is a relevant aspect in the analysis of the human-machine interface, as it concerns the dialogue established between subjects, artefacts and quality of use, and interaction allowed by the system
We will describe the results of the analyses we carried out based on “user opinions” and how we apply the knowledge to organize an instrument that allows us to evaluate educational games (E-Game User Experience Satisfaction (GUESS)), using the GUESS questionnaire (Phan, Keebler & Chaparro, 2016)
Among the contributions to the technological mediated education field provided by the research that gave rise to this article, we highlight, in addition to the creation of the Educational Game User Experience Satisfaction Scale (E-GUESS) instrument, a systematic review on the evaluation of educational games, published by Vieira, Silveira & Martins (2019)
Summary
Usability is a relevant aspect in the analysis of the human-machine interface, as it concerns the dialogue established between subjects, artefacts and quality of use, and interaction allowed by the system. With Educational-GUESS, we introduced changes aimed at pedagogical issues and educational content that seeks to elucidate important points in the development of an educational game by allowing insights that are ignored during the design phase to overcome the alleged bipolarity between “fun” and “educational” in educational software games Another contribution of the research was the usability analysis performed for the educational game used in data collection. On the one hand, teachers believe that digital technologies can be mediating instruments implemented in teaching, on the other, studies indicate that young people do not use information technologies for educational purposes making it a necessity to solve this problem in overcoming the so-called cultural and educational division between teachers and students (Azevedo et al, 2018) This is a fundamentally new approach that prepares teachers as active motivators and organizers of educational processes where the use of DICTs has a wide application
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