2019
DOI: 10.15388/infedu.2019.20
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Heuristic Evaluation on Usability of Educational Games: A Systematic Review

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Cited by 47 publications
(27 citation statements)
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“…Using VR technology in alcohol prevention remains innovative, with few examples evident [ 16 ]. Very few VR applications have been developed within this area, and limited understanding of user experiences is available [ 17 ]. Within the area of VR for learning in general, immersion and presence are important elements of the user experience [ 18 , 19 ].…”
Section: Introductionmentioning
confidence: 99%
“…Using VR technology in alcohol prevention remains innovative, with few examples evident [ 16 ]. Very few VR applications have been developed within this area, and limited understanding of user experiences is available [ 17 ]. Within the area of VR for learning in general, immersion and presence are important elements of the user experience [ 18 , 19 ].…”
Section: Introductionmentioning
confidence: 99%
“…Among the contributions to the technological mediated education field provided by the research that gave rise to this article, we highlight, in addition to the creation of the E-GUESS instrument, a systematic review on the evaluation of educational games, published by Vieira, Silveira & Martins (2019).…”
Section: Resultsmentioning
confidence: 99%
“…To propose the new heuristic for educational games, we used as an experimentation base an educational game under development by a research group from a public university in Minas Gerais, Brazil with support from the Minas Gerais State Research Support Foundation (Fundação de Amparo à Pesquisa do Estado de Minas Gerais, FAPEMIG). As previously shown by our studies (Vieira, Silveira & Martins, 2019), there is a disconnection between how games are made and the results in practical applications. This reflective narrative is motivated by our experiences both in the application of educational games and in their development.…”
Section: Introductionmentioning
confidence: 80%
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