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...

Full description

Bibliographic Details
Main Authors: Antero Lindstedt, Kristian Kiili, Pauliina Tuomi, Arttu Perttula
Format: Article
Language:English
Published: Inland Norway University of Applied Sciences 2016-11-01
Series:Seminar.net
Subjects:
Online Access:https://journals.hioa.no/index.php/seminar/article/view/2333
_version_ 1811185167275917312
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
work_keys_str_mv AT anterolindstedt auserexperiencecasestudytwoembodiedcognitionuserinterfacesolutionsforamathlearninggame
AT kristiankiili auserexperiencecasestudytwoembodiedcognitionuserinterfacesolutionsforamathlearninggame
AT pauliinatuomi auserexperiencecasestudytwoembodiedcognitionuserinterfacesolutionsforamathlearninggame
AT arttuperttula auserexperiencecasestudytwoembodiedcognitionuserinterfacesolutionsforamathlearninggame
AT anterolindstedt userexperiencecasestudytwoembodiedcognitionuserinterfacesolutionsforamathlearninggame
AT kristiankiili userexperiencecasestudytwoembodiedcognitionuserinterfacesolutionsforamathlearninggame
AT pauliinatuomi userexperiencecasestudytwoembodiedcognitionuserinterfacesolutionsforamathlearninggame
AT arttuperttula userexperiencecasestudytwoembodiedcognitionuserinterfacesolutionsforamathlearninggame