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Alexandra Fernandes
Nuno Sousa
Pedro Soares
Dominic Noy
Isabel Varajão
João Nuno Oliveira
INTED 2013 – Virtual Presentation
Elizabeth Carvalho | Isabel Varajão Projecto: CNG – Conteúdos da Nova Geração | Actividade: Usabilidade de jogos educativos digitais
20-02-2013
Relation between videogames and learning has been vastly
explored in literature
– Videogames can help to practice and improve specific skills, namely mathematical skills
Present project
– The authors are part of a company in a consortium to develop a videogame as a learning aid
for mathematics for young children
– Previous work of our group showed that the type of movement children performed affected
their performance and their evaluations of the game
Objectives
– Collect usability measures for the developing videogame with a large group of users
– Explore the impact of the different tasks included in the game on the children’s evaluation of
learning and amusement during the game
Introduction
Elizabeth Carvalho | Isabel Varajão Projecto: CNG – Conteúdos da Nova Geração | Actividade: Usabilidade de jogos educativos digitais
20-02-2013
Participants
– 18 children from a Portuguese Kindergarten
9 boys, 9 girls,
Age between 4 and 5 years-old
Design
– Group 1: Adventure Challenge
Implied movements such as pointing, running, climbing, and stooping that embedded the mathematical
tasks of counting and grouping
The game is presented as an adventure and in the instructions the mathematical tasks are not directly
mentioned
– Group 2: Mathematical Challenge
Included movements such as swimming and pointing, as a way to count and order numbers
The game is presented as a mathematical game in which children should know how to count to solve the
presented tasks
Method
Elizabeth Carvalho | Isabel Varajão Projecto: CNG – Conteúdos da Nova Geração | Actividade: Usabilidade de jogos educativos digitais
20-02-2013
Matemáquina do Tempo (Time Mathmachine)
The contents of the videogame are being developed attending to the Portuguese mathematics
program in schools (from kindergarten to the 2th grade).
The concept of the videogame includes the idea of travelling through time.
In the final version the players will be able to travel through the Jurassic era, involving
field/woods graphics with dinosaurs, dinosaur eggs, lakes, trees, and rocks
The game
Elizabeth Carvalho | Isabel Varajão Projecto: CNG – Conteúdos da Nova Geração | Actividade: Usabilidade de jogos educativos digitais
20-02-2013
Participants
– 18 children from a Portuguese kindergarten
9 boys, 9 girls, age between 4 and 5 years-old
Evaluation
– Questionnaires
Participant Characterization Questionnaire
Before playing the game
Demographic information, habits and experience with computers and game consoles
Players’ Opinion Questionnaire
After playing the game
Evaluated the children’s gaming experience in a set of questions about the evaluation of the game, its contents,
the ease of use, the graphics, favourite and less appreciated parts of the game, and general suggestions
– Observational data
Video analysis
Number and type of errors
Experimenters’ interventions
Procedure
Elizabeth Carvalho | Isabel Varajão Projecto: CNG – Conteúdos da Nova Geração | Actividade: Usabilidade de jogos educativos digitais
20-02-2013
Experimental Set-up
Elizabeth Carvalho | Isabel Varajão Projecto: CNG – Conteúdos da Nova Geração | Actividade: Usabilidade de jogos educativos digitais
20-02-2013
Amusement ratings
Results
Elizabeth Carvalho | Isabel Varajão Projecto: CNG – Conteúdos da Nova Geração | Actividade: Usabilidade de jogos educativos digitais
20-02-2013
Learning evaluation
Results
Elizabeth Carvalho | Isabel Varajão Projecto: CNG – Conteúdos da Nova Geração | Actividade: Usabilidade de jogos educativos digitais
20-02-2013
In this exploratory study with 18 children it was possible to observe a
tendency of response that indicates that the context of the performed tasks
in this videogame affects the subjective perceptions of amusement and
learning
Presenting tasks as mathematical challenges – Lead the children to perceive the game as a learning game
– Had an impact on their perception of amusement (lower rates when compared to the
adventure challenge)
Our results are based only on the children’s subjective evaluation of the
game
In the future, it will be important to collect data on objective performance
measures as well to evaluate if the observed tendencies are confirmed
Discussion
Campus de Azurém
4800-058 Guimarães
Tel: +351 253 510 580
Fax: +351 253 510 581
URL: www.ccg.pt
joao.oliveira@ccg.pt
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