A user experience case study: two embodied cognition user interface solutions for a math learning game
Game-based learning solutions provide possibilities to teach conceptual number knowledge in engaging ways. The evaluation of user experience and error-proneness of the user interface are crucial in the educational game development process and game-based assessment. In the present study, we investiga...
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Format: | Article |
Language: | English |
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Inland Norway University of Applied Sciences
2016-11-01
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Series: | Seminar.net |
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Online Access: | https://journals.hioa.no/index.php/seminar/article/view/2333 |
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author | Antero Lindstedt Kristian Kiili Pauliina Tuomi Arttu Perttula |
author_facet | Antero Lindstedt Kristian Kiili Pauliina Tuomi Arttu Perttula |
author_sort | Antero Lindstedt |
collection | DOAJ |
description | Game-based learning solutions provide possibilities to teach conceptual number knowledge in engaging ways. The evaluation of user experience and error-proneness of the user interface are crucial in the educational game development process and game-based assessment. In the present study, we investigated how two different user interfaces of the rational number game, Semideus, influenced the game character controlling accuracy and user experience. Two user interfaces varying in the intensity of physical activities needed for controlling the game character were compared. Thirty-six university students played both Semideus game versions for 20 minutes in randomized order. In order to compare the tilting (low physical intensity) and walking (high physical intensity) user interfaces we used stealth assessment as an objective measure of controlling accuracy as well as flow experience and playability questionnaires as subjective measures of user experience. The results revealed that there was no significant difference in game controlling accuracy between the user interface solutions, suggesting that the intensity of the physical activities did not influence the error-proneness. However, the subjective measures indicated that students appreciated the tilting user interface significantly more than the walking user interface. Implications of the findings for future research and further development of the Semideus game are discussed. |
first_indexed | 2024-04-11T13:25:54Z |
format | Article |
id | doaj.art-a18383700dfb4a0a883860ef54038345 |
institution | Directory Open Access Journal |
issn | 1504-4831 |
language | English |
last_indexed | 2024-04-11T13:25:54Z |
publishDate | 2016-11-01 |
publisher | Inland Norway University of Applied Sciences |
record_format | Article |
series | Seminar.net |
spelling | doaj.art-a18383700dfb4a0a883860ef540383452022-12-22T04:22:05ZengInland Norway University of Applied SciencesSeminar.net1504-48312016-11-011222333A user experience case study: two embodied cognition user interface solutions for a math learning gameAntero Lindstedt0Kristian Kiili1Pauliina Tuomi2Arttu Perttula3TUT Game Lab Tampere University of Technology, Pori departmentTUT Game Lab Tampere University of Technology, Pori departmentTUT Game Lab Tampere University of Technology, Pori departmentTUT Game Lab Tampere University of Technology, Pori departmentGame-based learning solutions provide possibilities to teach conceptual number knowledge in engaging ways. The evaluation of user experience and error-proneness of the user interface are crucial in the educational game development process and game-based assessment. In the present study, we investigated how two different user interfaces of the rational number game, Semideus, influenced the game character controlling accuracy and user experience. Two user interfaces varying in the intensity of physical activities needed for controlling the game character were compared. Thirty-six university students played both Semideus game versions for 20 minutes in randomized order. In order to compare the tilting (low physical intensity) and walking (high physical intensity) user interfaces we used stealth assessment as an objective measure of controlling accuracy as well as flow experience and playability questionnaires as subjective measures of user experience. The results revealed that there was no significant difference in game controlling accuracy between the user interface solutions, suggesting that the intensity of the physical activities did not influence the error-proneness. However, the subjective measures indicated that students appreciated the tilting user interface significantly more than the walking user interface. Implications of the findings for future research and further development of the Semideus game are discussed.https://journals.hioa.no/index.php/seminar/article/view/2333user experienceuser interfaceembodied cognitionmathfractionsgamelearningeducation |
spellingShingle | Antero Lindstedt Kristian Kiili Pauliina Tuomi Arttu Perttula A user experience case study: two embodied cognition user interface solutions for a math learning game Seminar.net user experience user interface embodied cognition math fractions game learning education |
title | A user experience case study: two embodied cognition user interface solutions for a math learning game |
title_full | A user experience case study: two embodied cognition user interface solutions for a math learning game |
title_fullStr | A user experience case study: two embodied cognition user interface solutions for a math learning game |
title_full_unstemmed | A user experience case study: two embodied cognition user interface solutions for a math learning game |
title_short | A user experience case study: two embodied cognition user interface solutions for a math learning game |
title_sort | user experience case study two embodied cognition user interface solutions for a math learning game |
topic | user experience user interface embodied cognition math fractions game learning education |
url | https://journals.hioa.no/index.php/seminar/article/view/2333 |
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