Abstract

A significant increase in research on educational computer games in recent years has proven that the demand for educational games has increased as well. However, production of incompatible educational games not only cost wastage of money but also energy and time for game designers and game developers. To produce a suitable educational game, it is important to understand the user’s need as well as the educational need. Therefore, this study aims to develop a User Experience (UX) framework for educational games (EDUGX) based on UX elements and psychometrically validate a new instrument, EDUGX questionnaire (EDUGXQ) that is appropriate to evaluate educational games. Based on literature review, six main UX elements were identified which are Flow, Immersion, Player Context, Game Usability, Game System and Learnability to construct the framework. In this paper, we first discussed the development process of EDUGX framework followed by EDUGXQ. This study will also review and discuss several UX questionnaires for educational games in UX design evaluation which at the same time supports the framework’s elements to develop the EDUGXQ.

Highlights

  • The era of the gaming world has grown extensively as the recent internet trend report shows that the number of gamers from 1995 to 2017 has reached tremendous height, with an increase of 2.6 billion gamers in 2017 versus 100 million in 1995 with a global gaming revenue of $100 billion in 2016 [1]

  • This study will use content validity to ensure that the items in the questionnaire that addressed each of EDUGX elements will be evaluated

  • This study was carried out as it is applicable to the present as well as future requirements of suitable educational game industry and contributes the knowledge to user experience evaluation field

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Summary

Introduction

The era of the gaming world has grown extensively as the recent internet trend report shows that the number of gamers from 1995 to 2017 has reached tremendous height, with an increase of 2.6 billion gamers in 2017 versus 100 million in 1995 with a global gaming revenue of $100 billion in 2016 [1] This sudden rise of computer games usage as a favorite past time activity has increased the attention in using educational games to help in skill acquisition, behavior change, attitude and learning[2] and created a significant increase in research on educational computer games in recent years. This clearly shows that educational games production can be a difficult process

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