TY - GEN
T1 - Educational Game Quality Assessment Based on The User's Persona Profile
T2 - 9th Asian HCI Symposium, Asian CHI 2023
AU - Rizky, Rizky
AU - Zulaikha, Ellya
AU - Purwitasari, Diana
N1 - Publisher Copyright:
© 2023 ACM.
PY - 2023/4/28
Y1 - 2023/4/28
N2 - The use of games in the field of education is widespread. Currently, researchers are developing a model to assess the quality of games. The game evaluation model incorporates a multitude of diverse indicators and metrics. Nevertheless, the specific set of indicators and metrics that hold the utmost relevance for evaluating educational video games is yet to be determined. Differences in educational levels will impact learning objectives. The evaluation approach, instruments, and parameters vary significantly depending on the user's age and educational level. A conceptual framework is required to evaluate educational games, considering learning achievements based on user personas. This study proposes a systematic literature review to identify indicators for measuring the quality of educational games according to user personas. After searching the Scopus database, 159 papers were obtained. However, many of these papers solely discussed games and did not specifically address game evaluation. After further, it was found that thirty-two indicators were associated with game evaluation. These indicators are categorised into four variables: game, education, content, and user persona; some cited literature supports this categorisation method. In addition, the choice of indicators made by previous researchers demonstrates that the user persona element is central to measuring the quality of educational games. The existence of overly broad indicators causes numerous studies to diverge substantially; in this paper, we investigate the tools and methods utilised by user personas divided by education level.
AB - The use of games in the field of education is widespread. Currently, researchers are developing a model to assess the quality of games. The game evaluation model incorporates a multitude of diverse indicators and metrics. Nevertheless, the specific set of indicators and metrics that hold the utmost relevance for evaluating educational video games is yet to be determined. Differences in educational levels will impact learning objectives. The evaluation approach, instruments, and parameters vary significantly depending on the user's age and educational level. A conceptual framework is required to evaluate educational games, considering learning achievements based on user personas. This study proposes a systematic literature review to identify indicators for measuring the quality of educational games according to user personas. After searching the Scopus database, 159 papers were obtained. However, many of these papers solely discussed games and did not specifically address game evaluation. After further, it was found that thirty-two indicators were associated with game evaluation. These indicators are categorised into four variables: game, education, content, and user persona; some cited literature supports this categorisation method. In addition, the choice of indicators made by previous researchers demonstrates that the user persona element is central to measuring the quality of educational games. The existence of overly broad indicators causes numerous studies to diverge substantially; in this paper, we investigate the tools and methods utilised by user personas divided by education level.
KW - Educational Game
KW - Model
KW - Quality
UR - http://www.scopus.com/inward/record.url?scp=85175820650&partnerID=8YFLogxK
U2 - 10.1145/3604571.3604587
DO - 10.1145/3604571.3604587
M3 - Conference contribution
AN - SCOPUS:85175820650
T3 - ACM International Conference Proceeding Series
SP - 89
EP - 98
BT - Asian HCI Symposium 2023, Asian CHI 2023 - Proceedings
A2 - Sari, Eunice
A2 - Sari, Eunice
A2 - Ghazali, Masitah
A2 - Tedjasaputra, Adi B.
PB - Association for Computing Machinery
Y2 - 28 April 2023
ER -