Does ICT contribute to powerful learning environments in primary education?
Computers & Education
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Identifying usability and fun problems in a computer game during first use and after some practice
International Journal of Human-Computer Studies - Human-computer interaction research in the managemant information systems discipline
A comparison of two analytical evaluation methods for educational computer games for young children
Cognition, Technology and Work
Journal of Biomedical Informatics
Examining the pedagogical foundations of modern educational computer games
Computers & Education
Playability in action videogames: a qualitative design model
Human-Computer Interaction
Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Multiplayer online games as educational tools: Facing new challenges in learning
Computers & Education
Fictional characters in participatory design sessions: Introducing the "design alter egos" technique
Interacting with Computers
Interactivity in multimedia learning: An integrated model
Computers in Human Behavior
A case study of the in-class use of a video game for teaching high school history
Computers & Education
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
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This paper reports a study conducted to formally evaluate a social problem-solving skills game during the start of the development to ensure that the desired game attributes were successfully embodied in the final game. Two methods, heuristic evaluation and participatory design, were adopted to assess whether the features of the game pose playability issues to the prospective young users and to translate the participants' contributions into game design directions. The participants playtested and evaluated the game based on the Pedagogical Playability Heuristics, which are different from existing heuristics developed for commercial games, as priority was placed on instructional design principles and the concept of playability. Using storyboarding, they built low-fidelity prototypes of the game. Suitable children's design and feedback on the games attributes that would bring about stimulation, connecting instructions to goals, appropriate challenge and influencing goal achievement were integrated into the game design. As a consequence of the study, steps were taken to improve the game as an interactive system to achieve the instructional goals and at the same time foster enjoyment among the users.