期刊名称:RIED. Revista Iberoamericana de Educación a Distancia
印刷版ISSN:1138-2783
电子版ISSN:1390-3306
出版年度:2021
卷号:24
期号:1
页码:245-263
DOI:10.5944/ried.24.1.27690
出版社:Asociación Iberoamericana de Educación Superior a Distancia
摘要:Usability is a relevant aspect in the analysis of the human-machine interface, as it concerns the dialogue established between subjects, artefacts and quality of use, and interaction allowed by the system. This work presents a specific heuristic for evaluating educational games, created from Game User Experience Satisfaction (GUESS) and, concomitantly, Nielsen's assessment tools. To this purpose, applied research using a quantitative-qualitative approach - with the participation of 3 specialized users and 4 potential users in an educational game used as a case study. The choice of GUESS as a starting point was due to a systematic review of the usability literature. Based on the model, users were invited to operate the educational game and present their impressions. From the selected results, a new use assessment tool, called E-GUESS, was formulated. With Educational-GUESS, we introduced changes aimed at pedagogical issues and educational content that also seeks to elucidate important points in the development of an educational game by allowing insights that are easily ignored during the design phase to overcome the alleged bipolarity between.