Abstract

Digital learning environments are increasingly becoming popular in recent years. Particularly, the rising usage of mobile phones has invited researchers to design and develop learning applications and games for mobile phones. Specifically, game-based language learning in cultural context is being promoted by researchers in many parts of the world which are quite effective for public sector school students. Requirements for a language learning game have been elicited from the preliminary survey as well as from the literature and a theoretical model for language learning in a cultural context has also been constructed and validated through inter-rater reliability. A low-fidelity prototype has been developed for Language Learning Serious Game (LLSG) on the basis of a theoretical model and researcher proposed heuristics to validate it. This research aims to appraise the usability of LLSG through proposed heuristics and think-aloud approaches while involving all important stakeholders including language experts (teachers) and game developers. The heuristic evaluation is based on well-defined criteria laid down by Nielson, whereas, the think-aloud evaluation is compiled from the rigorous discussion session held by involving these stakeholders. The results obtained from heuristic evaluation are very positive, indicates that the low-fidelity prototype has most of the required language learning, educational, and cultural context elements and thus the prototype had good usability. On the other hand, a variety of interesting suggestions and reviews are gathered from the discussion between experts. This will further improve the version of the low-fidelity prototype and also help to develop high-fidelity prototypes.

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