Evaluating a gamification proposal for learning usability heuristics: Heureka

Heuristics
DOI: 10.1016/j.ijhcs.2022.102774 Publication Date: 2022-01-25T07:06:16Z
ABSTRACT
This paper presents the results of an educational experiment conducted to determine whether automated, card-based gamification strategy has impact on learning Jakob Nielsen's 10 heuristic usability rules. The participants in were 55 students enrolled a human-computer interaction course. According and hypothesis tests performed compare both traditional gamified approaches, there no significant differences (t (53) = 0.66, p 0.52), although scores attained by who used slightly better when evaluated one week later (M 6.29 M 6.57 out 10, respectively). Moreover, students’ perceptions reflect that proposed tool is easy use (MD 4.00 5) useful as regards 5). Further research needed incorporating other elements, such rankings, difficulty levels, game modes, would have positive student motivation, engagement performance.
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