Heuristic Evaluation of Serious Game Application for Slow-reading Students

被引:0
|
作者
Abidin, Saffa Raihan Zainal [1 ]
Noor, Siti Fadzilah Mat [1 ]
Ashaari, Noraidah Sahari [1 ]
机构
[1] Univ Kebangsaan Malaysia, Fac Informat Sci & Technol, Bangi, Malaysia
关键词
Serious game; brain-based learning; heuristic evaluation; literacy skills; slow-reading students;
D O I
10.14569/ijacsa.2019.0100764
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
The findings of preliminary studies found that conventional approaches were still relevant but students showed weak and moderate interest and quickly lost focus rather than technology approaches such as serious games were used especially for slow reading students (SRS). Most teachers use interventions that are not specifically designed to help SRS. They usually use teaching aids below the literacy level of the SRS. Therefore, an easy and user-friendly games application called "Mari Membaca" or M2M was developed. The objective is to make sure the application is free from design and interface problems by demonstrating the application of expert-based usability evaluation techniques such as Heuristic evaluation. This paper reports the experimental heuristic evaluation of M2M for SRS among expert evaluators includes remedial teachers and game developers. This study adopted ten Usability Heuristics and seven brain-compatible instructional phases of brain-based learning to be included in the questionnaire. The overall result derived from the evaluation is 14 out of 17 (3.41-5.00) above average mean score, which are neutral (2.61-3.40) in one domain. Several comments and feedback from the experts were essentials for further improvement of the game application to ensure meets the user requirement and expectation.
引用
收藏
页码:466 / 474
页数:9
相关论文
共 50 条
  • [31] A Heuristic Evaluation of an Educational Game for Children with Dyslexia
    Ouherrou, Nihal
    Benmarrakchi, Fatimaezzahra
    Elhammoumi, Oussama
    El Kafi, Jamal
    [J]. 2018 IEEE 5TH INTERNATIONAL CONGRESS ON INFORMATION SCIENCE AND TECHNOLOGY (IEEE CIST'18), 2018, : 386 - 390
  • [32] Heuristic Evaluation Functions for General Game Playing
    Clune, James E.
    [J]. KUNSTLICHE INTELLIGENZ, 2011, 25 (01): : 73 - 74
  • [33] Improvement and Evaluation of Serious Game "Friend Me"
    Skraparli, Georgina
    Akritidis, Marios
    Karavidas, Lampros
    Tsiatsos, Thrasyvoulos
    [J]. LEARNING IN THE AGE OF DIGITAL AND GREEN TRANSITION, ICL2022, VOL 1, 2023, 633 : 971 - 981
  • [34] Serious Game for the Evaluation of Cognitive Function of Kids
    Kim, Donghan
    Lim, C. J.
    [J]. HCI INTERNATIONAL 2015 - POSTERS' EXTENDED ABSTRACTS, PT I, 2015, 528 : 377 - 382
  • [35] ONTOLOGIES FOR LEARNER EVALUATION IN THE CONTEXT OF A SERIOUS GAME
    Szilagyi, Ioan
    Tajariol, Federico
    Roxin, Ioan
    [J]. EDULEARN15: 7TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2015, : 6266 - 6276
  • [36] Evaluation of CogWorldTravel: A Serious Game for Cognitive Screening
    Oliveira, Fernanda T. V.
    Garcia, Jaime A.
    Gay, Valerie C.
    [J]. 2022 IEEE 10TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH(SEGAH' 22), 2022,
  • [37] Does Game Quality Reflect Heuristic Evaluation? Heuristic Evaluation of Games in Different Quality Strata
    Straat, Bjorn
    Rutz, Fredrik
    Johansson, Magnus
    [J]. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS, 2014, 6 (04) : 45 - 58
  • [38] Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study
    Ade-Ibijola, Abejide
    Young, Keagan
    Sivparsad, Nashik
    Seforo, Mpho
    Ally, Suhail
    Olowolafe, Adebola
    Frahm-Arp, Maria
    [J]. JMIR SERIOUS GAMES, 2022, 10 (01):
  • [39] A Virtual Reality based serious game to aid in the literacy of students with intellectual disability: Design principles and evaluation
    Pereira de Vasconcelos, Daniel Felipe
    Lamounier Junior, Edgard Afonso
    de Oliveira Malaquias, Fernanda Francielle
    Oliveira, Luciana Aparecida
    Cardoso, Alexandre
    [J]. TECHNOLOGY AND DISABILITY, 2020, 32 (03) : 149 - 157
  • [40] Effectiveness of a Digital Serious Game in Improving Reading Comprehension and Academic Performance
    Sanchez Castro, Susana
    Pascual Sevillano, Maria Angeles
    [J]. INVESTIGACIONES SOBRE LECTURA, 2022, (17): : 40 - 66