15,861 research outputs found

    Mobile Game-Based Learning (mGBL): Application Development and Heuristics Evaluation Strategy

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    Purpose – This article presents an approach to developing a mobile game-based learning (mGBL) application by adapting unified characteristics of learning theories and approaches. In addition, the study also identified the strategy to evaluate mGBL. Method – The study utilized the design research approach in information systems. The research methodology can be divided into five phases; (i) awareness of problem (ii) suggestion (iii) development (iv) evaluation and (v) conclusion. Findings – Unified characteristics of mGBL were identified. In adapting the characteristics, the mGBL application was developed based on the concept of values in 1Malaysia. To evaluate the mGBL, a heuristics evaluation strategy is proposed. The strategy consists of four components: Game Usability, Mobility, Game Play, and Learning Content. Each of the components represents the issues to be considered and evaluated for a mGBL. Value – The study provides intensive review of mGBL characteristics that can be useful and may be of interest to game developers. In addition the heuristics evaluation strategy is developed for evaluating the effectiveness of mGBL application

    Heuristics evaluation strategy for mobile game-based learning

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    Evaluation of learning media is necessary for determining the effectiveness of the produced media. When evaluating mobile game-based learning (mGBL), conventional usability heuristics evaluations lack comprehension and difficult to be directly implemented. Therefore, heuristics evaluation strategy is proposed to evaluate specifically for mGBL. The strategy consists of four components: Game Usability, Mobility, Game Play, and Learning Content. Each of the components represents the issues to be considered and evaluated for mGBL. Additionally, in this study, a prototype of mGBL was developed and evaluated by utilizing the proposed strategy. The results indicate that the strategy is useful and potential to be implemented for similar mGBL applications

    Game Usability Heuristics Evaluation Approach for Speech Therapy Mobile Application Games

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    In this paper, we present an approach used to evaluate speech therapy mobile application games using a usability heuristics evaluation method for speech delay children. Designing a mobile application specifically for children with speech delay is always a challenge. A well-designed user interface and game flow are vital in a therapy game to promote self-learning and therapy by exploration in the game. There have been many proposed and used usability evaluation methods, however, heuristics evaluation strategy was used in our study as this method was specifically designed and developed to evaluate mobile application games. There are three components in the heuristics models which are Game Usability, Mobility, and Gameplay. In our experiment, we were evaluating a local prototype of speech therapy mobile application using the game usability component because we focus more on the user interface designs. The target group of this study was pre-school children aged 3 to 6 years old with speech delay. Questionnaires were developed based on the game usability heuristics and distributed to their parents or caregivers. Interviews were also conducted to obtain their comments and feedbacks. The study results showed that the game usability heuristics are useful in identifying potential issues and problems in user interface designs of the prototype. In addition, the results also revealed that the heuristics strategy is useful in producing a set of effective design guidelines for mobile application games

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    Evaluation of the game development process of a location-based mobile game

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    There is a growing interest of government bodies and NGOs in using (serious) video games in awareness campaigns. Until now, however, little was known on how to set up such a campaign so as to effectively cater to the needs of different stakeholders including the target audience. Hence designing, developing and translating a game for educational purposes whilst balancing between fun and learning is a complex process, this paper aims to evaluate this by presenting a methodological framework for involving stakeholders in the design and development of a game-based awareness campaign based on a user-centered software design methodology and assesses its effectiveness in a concrete use case: the development of the location-based mobile game City Jam. The goal was to develop a game-based road safety campaign to confront adolescents with road traffic situations with the aim to positively influence road safety attitude and behavior. Mobile technologies offer new opportunities to embed digital game based learning by in different contexts. Given the nature of the road safety campaign, a location-based game format was chosen, aiming to facilitate learning by means of an extended three-way interaction (human interaction, game and context). Different user-centered design methods were deployed throughout several phases of the game development process: In phase one (the opportunity identification) a literature review was performed to investigate relevant fields for the game’s goal. In phase two (the game concept development) expert interviews and a focus groups were conducted with relevant stakeholders and in phase three (the game concept design) co-design sessions and a focus group resulted in a game design document. In phase four (game development and testing) the beta version of City jam was developed and tested in an iterative field testing design and resulted in the final game. Results obtained throughout the game development process provided us the opportunity to evaluate several major aspects. Firstly the impact of stakeholder involvement on the different phases of the design process and the final product resulted in a game that was tailored to the preferences and needs of the target group. Secondly translating the game concept into practice, such as game elements, proposed educational game elements, were evaluated based on the usability, playability principles and social and technological aspects. Benefits and challenges of user-centered design methods are discussed and how budget constraints and differing desired outcomes of different stakeholders challenge but also enrich the process

    A Mixed Method Approach for Evaluating and Improving the Design of Learning in Puzzle Games

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    Despite the acknowledgment that learning is a necessary part of all gameplay, the area of Games User Research lacks an established evidence based method through which designers and researchers can understand, assess, and improve how commercial games teach players game-specific skills and information. In this paper, we propose a mixed method procedure that draws together both quantitative and experiential approaches to examine the extent to which players are supported in learning about the game world and mechanics. We demonstrate the method through presenting a case study of the game Portal involving 14 participants, who differed in terms of their gaming expertise. By comparing optimum solutions to puzzles against observed player performance, we illustrate how the method can indicate particular problems with how learning is structured within a game. We argue that the method can highlight where major breakdowns occur and yield design insights that can improve the player experience with puzzle games

    A survey of machine learning techniques applied to self organizing cellular networks

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    In this paper, a survey of the literature of the past fifteen years involving Machine Learning (ML) algorithms applied to self organizing cellular networks is performed. In order for future networks to overcome the current limitations and address the issues of current cellular systems, it is clear that more intelligence needs to be deployed, so that a fully autonomous and flexible network can be enabled. This paper focuses on the learning perspective of Self Organizing Networks (SON) solutions and provides, not only an overview of the most common ML techniques encountered in cellular networks, but also manages to classify each paper in terms of its learning solution, while also giving some examples. The authors also classify each paper in terms of its self-organizing use-case and discuss how each proposed solution performed. In addition, a comparison between the most commonly found ML algorithms in terms of certain SON metrics is performed and general guidelines on when to choose each ML algorithm for each SON function are proposed. Lastly, this work also provides future research directions and new paradigms that the use of more robust and intelligent algorithms, together with data gathered by operators, can bring to the cellular networks domain and fully enable the concept of SON in the near future

    PLAYABILITY HEURISTIC EVALUATION SYSTEM FOR MOBILE GAMES

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    Playability is an element that measures the ease of use by which a game can be played. To evaluate playability of a game, two methods are widely being used; Playtesting and Heuristic Evaluation. Playability Heuristics are required to perform heuristic evaluation on games

    CAPTCHaStar! A novel CAPTCHA based on interactive shape discovery

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    Over the last years, most websites on which users can register (e.g., email providers and social networks) adopted CAPTCHAs (Completely Automated Public Turing test to tell Computers and Humans Apart) as a countermeasure against automated attacks. The battle of wits between designers and attackers of CAPTCHAs led to current ones being annoying and hard to solve for users, while still being vulnerable to automated attacks. In this paper, we propose CAPTCHaStar, a new image-based CAPTCHA that relies on user interaction. This novel CAPTCHA leverages the innate human ability to recognize shapes in a confused environment. We assess the effectiveness of our proposal for the two key aspects for CAPTCHAs, i.e., usability, and resiliency to automated attacks. In particular, we evaluated the usability, carrying out a thorough user study, and we tested the resiliency of our proposal against several types of automated attacks: traditional ones; designed ad-hoc for our proposal; and based on machine learning. Compared to the state of the art, our proposal is more user friendly (e.g., only some 35% of the users prefer current solutions, such as text-based CAPTCHAs) and more resilient to automated attacks.Comment: 15 page
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