Abstract

Educational game is now a commonplace among students and teachers alike. Recent researches show that studies regarding educational game general effectiveness in the learning environment are nothing new. However, usability studies in the educational game are rather rare compared to general non-game-related usability studies. This research synthesizes the result obtained from the Computer System Usability Questionnaire (CSUQ) and separated between multiple students pre-existing grouping such as genders, prior knowledge, as well as experimental treatment setup such as materials given before the game session. The metrics are tested in an Indonesian high school by using an educational game of chemistry regarding the topic of reaction rate with a total of 53 participants. General results show that there exist many differences of perceived usability aspects between male and female students, the existence of learning materials given before the game session, as well as the existence of students' prior knowledge. Overall, the main findings of this research show that usability in the educational game is affected by gender, materials existence, and previous knowledge existence.

Highlights

  • In recent years, the digital educational game has emerged as one of the more sophisticated methods to augment the student learning process

  • This paper aims to synthesize the gathered usability test result by using one of the existing metrics for usability (CSUQ) and analyze the result based on its end-users details during the game's experimental setup treatments

  • The result indicates that Question 7 (Mean(μ) = 6.057, Standard Dev(σ) = 1.183) as well as Question 15 (Mean(μ) = 6.075, Standard Dev(σ) = 1.053) received a relatively high score compared to the other questions on the tests, suggesting that the game ease-of-use degree is relatively high as well as a relatively good organization of information, both question has a moderate degree of standard deviation which may depict a consensus among the students

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Summary

Introduction

The digital educational game has emerged as one of the more sophisticated methods to augment the student learning process. With the increasing ease of access to technology [1], students are more exposed to computers and smartphones They use it more than ever as the digital educational game approach can improve students' motivation; as such, the field of technology-enhanced learning is getting more important than ever [2]. Some clear advantage of educational games is how the students perceive it to be useful for their learning experience. Recent studies show that educational game is perceived to be able to increase students' enjoyment during the learning process [3] as well as promoting skill and knowledge gain [4]. The current state-of-the-art of digital educational game shows that it is an emerging approach to supplement conventional generally-used instruction-based approach

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