The historical cultural heritage articulates the past and the present, to revalue itself as a didactic process from the classroom, linked to the growing use of mobile technology in education, it generates new spaces for innovation in teaching methodology. Therefore, we intend to evaluate, through the judgment of experts, instruments of the construction features of a Serious Game and from a student's perspective their excitement and satisfaction. The approach is quantitative, with an instrumental study of content validity and a correlational descriptive design. The usability instrument was validated by 6 expert judges through the V of Aiken. The study population is made up of 35 secondary school students, showing a high positive correlation of 0.785 between satisfaction and emotions. We conclude that the validity and reliability criteria are positive and relevant for the measurement. In addition, the students achieved high motivation, satisfaction and interest in the historical cultural heritage through the Serious Game.
|Title of host publication||2021 5th International Conference on E-Education, E-Business and E-Technology, ICEBT 2021|
|Publisher||Association for Computing Machinery|
|Number of pages||7|
|State||Published - 18 Jun 2021|
|Event||2021 5th International Conference on E-Education, E-Business and E-Technology, ICEBT 2021 - Virtual, Online, China|
Duration: 18 Jun 2021 → 20 Jun 2021
|Name||ACM International Conference Proceeding Series|
|Conference||2021 5th International Conference on E-Education, E-Business and E-Technology, ICEBT 2021|
|Period||18/06/21 → 20/06/21|
Bibliographical notePublisher Copyright:
© 2021 ACM.
- historical heritage
- serious games