2014
DOI: 10.1155/2014/139205
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Evaluating Multiple Aspects of Educational Computer Games: Literature Review and Case Study

Abstract: Evaluation is an important step in the life cycle of software, once through this practice it is possible to find issues that could compromise the user experience. With educational computer games, the same rule is applied. The use of educational games is increasing, and it is important to verify these tools to provide users with the most adequate learning environments. This verification can be made through the evaluation of multiple aspects of these tools. This work presents a literature review about evaluation… Show more

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Cited by 10 publications
(7 citation statements)
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“…To evaluate the educational game, [11] suggested some aspects for the evaluation such as usability, learnability, playability, and accessibility. The approach to evaluate can be heuristics, user-centric, analysis, and guidelines.…”
Section: Design Pattern Assessmentmentioning
confidence: 99%
“…To evaluate the educational game, [11] suggested some aspects for the evaluation such as usability, learnability, playability, and accessibility. The approach to evaluate can be heuristics, user-centric, analysis, and guidelines.…”
Section: Design Pattern Assessmentmentioning
confidence: 99%
“…Seu foco de interesse relaciona-se a uma proposição genérica de avaliação para qualquer tipo de jogo. Com relação aos estudos de revisão sistemática, foi possível destacar as contribuições de (Belloti et al 2013;All et al 2014;Marciano et al 2014); Lukman et al 2014), com o objetivo de identificar, estudar e analisar os processos de avaliação da eficiência e eficácia dos jogos digitais para aprendizagem descritos na literatura. Os resultados encontrados revelaram que os jogos digitais com finalidade educativa são compreendidos como jogos sérios (serious games), na medida em que sua finalidade não seja o entretenimento.…”
Section: Estudos Estrangeirosunclassified
“…Ainda sobre as revisões, foram apontadas, pelos autores, a importância atribuída à medição do desempenho do jogador com relação ao jogo e, ao mesmo tempo, a avaliação das competências adquiridas (Belloti et al, 2013); por fim, a preocupação com o design do software e com a experiência do usuário (Marciano et al 2014). Em resumo, os dados revelados pelas revisões foram unânimes em reconhecer a complexidade avaliativa dos jogos digitais tanto por sua natureza híbrida e multifacetada quanto pelo objetivo que é proposto em cada avaliação, isto é, o que se considera como importante a ser avaliado.…”
Section: Estudos Estrangeirosunclassified
“…The studies show that game-based learning has been used to teach a variety of subjects to children and young people in primary school with mathematics, science, language and social studies being the most popular [12,13]. But there are other studies, for example to higher education to strengthen programming skills [14] or to supporting language learning [15], etc. Furthermore, Drummond and Sauer [16] analysed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of the frequency of video game use on adolescent academic achievement in science, mathematics, and in reading.…”
Section: Introductionmentioning
confidence: 99%