Abstract

Lack of female involvement in ICT field calls for new approaches to ICT education. Serious game is an effective tool for learning, so it can be used to motivate and engage female students to study Computing. Engagement elements for serious game were identified from previous researches and a conceptual model for gender-based engagement using serious game was constructed. In this paper, the model validation of a low fidelity prototype using heuristic evaluation technique for educational game is discussed. The heuristic scale was adapted from previous studies, comprise of playability and enjoyment constructs. In addition, educational elements items are also included. The scale was then validated for content validity, and a pilot study with four (5) HCI experts. Finally, five (5) experts from HCI, Game and Computer Networking subject evaluate the model using this scale. Results of the evaluation showed that the model’s constructs have good usability, playability, enjoyment. Future work will be to validate the model using high fidelity working prototype and user testing.

Highlights

  • There is a lack of female enrolment in Science, Technology, Engineering, Math (STEM) courses in higher education [1]–[8] such as Computer technologies (CT) courses

  • The results show that the Cronbach’s alpha value of the questionnaire constructs is 0.918, which means that the questionnaire is reliable and can, be used for evaluating the low-fidelity prototype

  • This paper has presented a study on heuristic evaluation of a serious game low fidelity prototype to validate the game gender-based engagement model

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Summary

Introduction

There is a lack of female enrolment in Science, Technology, Engineering, Math (STEM) courses in higher education [1]–[8] such as Computer technologies (CT) courses. The number of women graduating from STEM courses is lesser than men, but they achieve higher average success and performance [9]. STEM careers are increasing faster than any other field [8], The related jobs offer very good remunerations because the STEM field is essential in advancing the benefits of the Fourth Industrial Revolution (4IR), including improvements in medical care, access to education, and the highest quality of living [7]. To increase the number of female enrolment in ICT, there is a need to increase female engagement with computing subjects. One approach is to use effective technological tools to motivate and engage female students, such as using serious games [10].

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