Evaluation of the Usability of a Serious Game: Through Emotions and Satisfaction

Fabiola Talavera Mendoza, Maria Luz Gonzales DIaz, Víctor Raúl Rojas Gómez, Ronald Orlando Pocco Hancco

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publication2021 5th International Conference on E-Education, E-Business and E-Technology, ICEBT 2021
PublisherAssociation for Computing Machinery
Pages22-28
Number of pages7
ISBN (Electronic)9781450389600
DOIs
StatePublished - 18 Jun 2021
Event2021 5th International Conference on E-Education, E-Business and E-Technology, ICEBT 2021 - Virtual, Online, China
Duration: 18 Jun 202120 Jun 2021

Publication series

NameACM International Conference Proceeding Series

Conference

Conference2021 5th International Conference on E-Education, E-Business and E-Technology, ICEBT 2021
Country/TerritoryChina
CityVirtual, Online
Period18/06/2120/06/21

Bibliographical note

Publisher Copyright:
© 2021 ACM.

Keywords

  • education
  • emotions
  • historical heritage
  • serious games
  • usability

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