GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Effects of handheld games on students learning in mathematics
ICLS '06 Proceedings of the 7th international conference on Learning sciences
Play to learn: exploring online educational games in museums
ACM SIGGRAPH 2006 Educators program
Unpacking the potential of educational gaming: A new tool for gaming research
Simulation and Gaming
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
Playability heuristics for mobile multi-player games
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Adaptive digital game-based learning framework
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability and education of games through combined assessment methods
Proceedings of the 1st international conference on PErvasive Technologies Related to Assistive Environments
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Using genres to customize usability evaluations of video games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Digital game-based learning (DGBL) model and development methodology for teaching history
WSEAS Transactions on Computers
Usability, playability, and long-term engagement in computer games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
A case study of game design for e-learning
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Sweetening the medicine: educating users about information security by means of game play
SAICSIT '10 Proceedings of the 2010 Annual Research Conference of the South African Institute of Computer Scientists and Information Technologists
Employing software maintenance techniques via a tower-defense serious computer game
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part II
Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games
International Journal of Learning Technology
M-dimensions: a framework for evaluating and comparing interactive installations in museums
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
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The potential for integration of digital games and learning becomes ever more significant recently. One of the goals in educational game design is to create engaging and immersive learning experiences for delivering specified learning goals, outcomes and experiences. However, there is limited number of research done on game usability or quality of game user interface. Failure to design usable game interfaces can interfere with the larger goal of creating a compelling experience for users and can have a negative effect on the overall quality and success of a game. In this paper, we review usability problems identified by previous researchers and propose a history educational game design which includes pedagogical and game design component. Some snapshots of our game module are also presented. Finally we present a usability evaluation method for history educational game design. From our critical literature reviews, we also proposed six constructs which are interface, mechanics, gameplay, playability, feedback and immersion for usability evaluation.