The state of the art in automating usability evaluation of user interfaces
ACM Computing Surveys (CSUR)
Computational Explorations in Cognitive Neuroscience: Understanding the Mind by Simulating the Brain
Computational Explorations in Cognitive Neuroscience: Understanding the Mind by Simulating the Brain
Video games and education: (Education in the Face of a “Parallel School”)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
ACM SIGGRAPH Computer Graphics - Learning through computer-generated visualization
Playability heuristics for mobile games
Proceedings of the 8th conference on Human-computer interaction with mobile devices and services
Motivation-driven educational game design: applying best practices to music education
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
ACM SIGGRAPH 2006 Educators program
Immersive chemistry video game
ACM SIGGRAPH 2006 Educators program
Human-Computer Interaction (3rd Edition)
Human-Computer Interaction (3rd Edition)
Digital Game-Based Learning
TagTiles: optimal challenge in educational electronics
Proceedings of the 1st international conference on Tangible and embedded interaction
The seductive allure of neuroscience explanations
Journal of Cognitive Neuroscience
Heuristic evaluation for games: usability principles for video game design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Game play schemas: from player analysis to adaptive game mechanics
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Proceedings of the 2008 Spring simulation multiconference
Examining the pedagogical foundations of modern educational computer games
Computers & Education
User-oriented design and tangible interaction for kindergarten children
Proceedings of the 8th International Conference on Interaction Design and Children
Creativity in video game design as pedagogy
SIGGRAPH 2009: Talks
MAS: learning support software platform for people with disabilities
MSIADU '09 Proceedings of the 1st ACM SIGMM international workshop on Media studies and implementations that help improving access to disabled users
Cognitive evaluation of video games: players' perceptions
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Usability evaluation for history educational games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
ACM SIGGRAPH ASIA 2009 Educators Program
Engineering Play: A Cultural History of Children's Software
Engineering Play: A Cultural History of Children's Software
Toward a Framework for the Analysis and Design of Educational Games
DIGITEL '10 Proceedings of the 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
A structured expert evaluation method for the evaluation of children's computer games
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
Journal on Computing and Cultural Heritage (JOCCH)
Hi-index | 0.00 |
The proposed methodological framework reviews and uses knowledge from the field of cognitive psychology in order to evaluate aspects of educational games. In particular, we concentrate on two components of human cognition that play a central role in learning, namely memory and motivation. After having reviewed theories in the field, we created a questionnaire in order to evaluate educational games. The questionnaire incorporates different experimental findings of cognitive psychology. In particular, we have applied Maslow|s motivation theory, behavioural findings on reinforcement, experimental findings about attention and memory. We present the results obtained from the evaluation of three games, Angry Birds, PAC-MAN and Mega Jump. The results confirmed the user ratings of the three games, showing that there seem to be cognitive reasons for the success/failure of different games. Finally, a list of guidelines for developers is included.