The integration of digital tools and resources into educational settings has become essential, reflecting the evolving socio-cultural and economic landscape. However, this integration presents challenges, particularly in bridging the gap between traditional teaching methods and the digital preferences of contemporary learners.
The emergence of educational games, as a subset of digital learning resources, holds promise for engaging students and enhancing learning outcomes.
This article explores the usability evaluation of educational games through the lens of the E-Guess heuristic. Drawing on principles of Game User Experience Satisfaction (GUESS) and Nielsen's assessment tools, the study investigates the usability of an educational game designed to support learning in the field of chemistry.
Through a quantitative-qualitative approach involving specialized and potential users, the research elucidates critical insights into the usability challenges and pedagogical considerations associated with educational game design.
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How to reference this article: Campos da Silveira, A., Ximenes Martins, R., & Oliveira Vieira, E. A. (2021). E-Guess: Usability Evaluation for Educational Games. RIED-Revista Iberoamericana de Educación a Distancia, 24(1), 245-263. https://doi.org/10.5944/ried.24.1.27690