scholarly journals Design and Evaluation of a Mobile Application for an Educational Card Game

2020 ◽  
Vol 11 (1) ◽  
pp. 110-124
Author(s):  
Rubens Anderson de Sousa Silva ◽  
Rossana Maria de Castro Andrade ◽  
João Bosco Borges Aragão Filho ◽  
Ismayle De Sousa Santos ◽  
Joseane De Oliveira Vale Paiva ◽  
...  

Educational games can provide players with rich learning and socializing experiences through different interac-tion paradigms, such as board games, card games, and, more recently, hybrid (physical-digital) games. However, the process of making, maintaining, and evolving an educational analog game is not a trivial task. Balancing the game mechanics and dynamics to provide a pleasant and educational gaming experience can be very difficult to achieve. Furthermore, adding a digital component in the gameplay can disturb the experience of the game and learning ob-jectives, and this kind of insertion should be evaluated. This work then aims to report the process of developing and evaluating a mobile application for helping the gameplay of a card game that focuses on on teaching software testing concepts. Our primary concern during the development of the application was whether its insertion would compromise the learning process or the social experience of the card game. The developed application has the fol-lowing functionalities: point counter, dice scrolling, timer, and a summary of the rules. We designed and developed a first version of the application. Then, we evaluated the impact of its insertion on gameplay by applying the game assisted with the application with students from Computer Science and Computer Engineering courses and, after the end of the game, the participants answered questionnaires about the players’ experience and their impressions about the application. Based on the results, we perceived that the use of the application provided benefits to the players’ experience, although the evaluation highlighted some opportunities for improvement. Thus, we evolve the mobile application based on the comments gathered in this evaluation. This new version has improvements on user’s interface, aiming to provide a better user experience, and new functionalities. Furthermore, we assessed the second version and compared both versions of the mobile app in order to collect evidence regarding improvements in the game experience.

2020 ◽  
Vol 30 (3) ◽  
pp. 257-270
Author(s):  
Jakub Lickiewicz ◽  
Patricia Paulsen Hughes ◽  
Marta Makara-Studzińska

The impact of computer games on human functioning has become the sub­ject of many studies and scientific reports. With the development of technol­ogy, games have transcended boards and become part of the video entertain­ment industry. However, technology did not end traditional games. It was only a matter of time before games were extended to other areas of life. Because games were so popular, educators found that students engage quickly with educational games. The article explains the aspects of serious games (SG), which are defined as digital games used for purposes other than entertain­ment. It describes the areas in which games can be used in the educational process, their effectiveness, and controversies regarding their use.


2012 ◽  
Vol 268-270 ◽  
pp. 1832-1835
Author(s):  
Lu Fang Zhang ◽  
Ling Ling Gao ◽  
Jin Song Zhang

In this paper, we try to find the relationship between design factors and social presence in mobile application stores. Social presence in mobile app stores consists of intimacy, social atmosphere and interpersonal interaction and design factors including structure design, content design, visual design and interactive design. We used semantic differential scale method to test the effects of design factors on users’ social presence. The result shows that the interactive design has significant effects on social atmosphere. Structure design has significant effects on interpersonal interaction. The result shows that design factors have significant effects on social presence. Obviously, interactive design has significant effects on social atmosphere and structure design has significant effects on interpersonal interaction.


A user experience evaluation was carried on Word Mania mobile app. Word Mania is fun educational games app for children. Fun Tookit v3, a survey instrument developed to assist researchers in acquiring the opinions about technology (web or app) from children was used for data capture. The purpose of the toolkit is to generate the perception of kids as young as 4 years old who had some experience when interacting with an implementation. The Fun Toolkit v3 tool consists of three components that can be used on applications, websites or technology products to "pass opinions." These three sections are: Smileyometer, Fun Sorter, Again and Again.At UUM International School, Sintok, Malaysia, this assessment study was performed with students. The survey was attended by a total of 12 students. The evaluation questionnaires were filled out with the help of their teachers by the participating children.The findings stated that the mobile application was adopted by the kids; however, some problems had to pay attention in order to enhance the children's user experience.Special exercises should be found for children aged one or two years because current exercises are difficult for these ages. Competition task is not an simple task, particularly for kids aged 3 to 4 years. Children between the ages of 5 and 6 need more time to complete the tasks, for these ages three minutes are not enough


Electronics ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 750
Author(s):  
Haruna Miyakawa ◽  
Noko Kuratomo ◽  
Hisham E. Bilal Salih ◽  
Keiichi Zempo

Playing board games is important for people with a visually impairment, as it promotes interactive socialization and communication skills. However, some board games are not accessible to them at present. In this study, we proposed an auditory card game system that presents a card’s contents with auditory stimuli to all players, towards playing equally with others, regardless of whether they have a visual impairment or not as one of the solutions to make board games accessible. This proposal contributes significantly to expand the range of inclusive board games for the visually impaired. The purpose of this paper is to determine whether the game allows for fair competition for people with visual impairments and to clarify the effects of the valuable parameters of the system on the players. The effectiveness of the proposed system was verified by having experimental participants play “Auditory Uta-Karuta”. The results suggested that the proposed system has the potential for an accessible board game design regardless of visual impairment. In the following experiment, we investigated the impact of each valuable parameter of the system on the player’s perception of the board games to clarify the appropriate audio cue design method. The results of this experiment will greatly assist in designing an appropriate board game using the proposed system.


2016 ◽  
Vol 46 (2) ◽  
pp. 236-249 ◽  
Author(s):  
Christopher J. Carpenter ◽  
Chandra S. Amaravadi

Assessing the impact of an individual’s social network on an individual is difficult without administering a large number of surveys. Online social networks with built-in data collection circumvent this problem. The data collected by an exercise-focused social media website and mobile app allowed the estimation of the effect of both the behavior of the social network and the size of that network on the behavior of individual service users (31,200 users reporting 67,699 exercise events with a potential range of 87 weeks). The results are consistent with the theory of normative social behavior in that the amount of exercise reported by the user’s social network as well as the size of the user’s on-site social network affected the user’s exercise behavior over time.


2020 ◽  
Vol 15 (2) ◽  
pp. 185-196
Author(s):  
Ting Hie-Ling ◽  
Ch’ng Looi-Chin ◽  
Norseha Unin

Learning to write Chinese characters in the correct stroke order is important. However, it is rather challenging for learners especially non-native learners due to the complicated structures and the diversity of Chinese characters. Traditionally, rote learning has perceived as the most preferred used learning strategy in Chinese characters and it is highly recommended for the learners. Nonetheless, the rapid development of technology has changed the mode of learning. Mobile applications are utilized as media learning as it provides more opportunities for learners to learn everywhere and at anytime. This paper aims to investigate the impact of mobile app (MAs) and traditional method on Chinese characters stroke order learning. 100 students from the Faculty of Business and Management at UiTM (Sarawak), Mukah campus have been selected as participants for this study. The findings reported that both methods are able to help participants to pass the tests but the difference of both impacts is small. Although, the differences are not huge, but it is significant to tell mobile application might provide a better outcome compared to traditional method.


2013 ◽  
Vol 44 (3) ◽  
pp. 209-218 ◽  
Author(s):  
Benoît Testé ◽  
Samantha Perrin

The present research examines the social value attributed to endorsing the belief in a just world for self (BJW-S) and for others (BJW-O) in a Western society. We conducted four studies in which we asked participants to assess a target who endorsed BJW-S vs. BJW-O either strongly or weakly. Results showed that endorsement of BJW-S was socially valued and had a greater effect on social utility judgments than it did on social desirability judgments. In contrast, the main effect of endorsement of BJW-O was to reduce the target’s social desirability. The results also showed that the effect of BJW-S on social utility is mediated by the target’s perceived individualism, whereas the effect of BJW-S and BJW-O on social desirability is mediated by the target’s perceived collectivism.


Author(s):  
V. Kovpak ◽  
N. Trotsenko

<div><p><em>The article analyzes the peculiarities of the format of native advertising in the media space, its pragmatic potential (in particular, on the example of native content in the social network Facebook by the brand of the journalism department of ZNU), highlights the types and trends of native advertising. The following research methods were used to achieve the purpose of intelligence: descriptive (content content, including various examples), comparative (content presentation options) and typological (types, trends of native advertising, in particular, cross-media as an opportunity to submit content in different formats (video, audio, photos, text, infographics, etc.)), content analysis method using Internet services (using Popsters service). And the native code for analytics was the page of the journalism department of Zaporizhzhya National University on the social network Facebook. After all, the brand of the journalism department of Zaporozhye National University in 2019 celebrates its 15th anniversary. The brand vector is its value component and professional training with balanced distribution of theoretical and practical blocks (seven practices), student-centered (democratic interaction and high-level teacher-student dialogue) and integration into Ukrainian and world educational process (participation in grant programs).</em></p></div><p><em>And advertising on social networks is also a kind of native content, which does not appear in special blocks, and is organically inscribed on one page or another and unobtrusively offers, just remembering the product as if «to the word». Popsters service functionality, which evaluates an account (or linked accounts of one person) for 35 parameters, but the main three areas: reach or influence, or how many users evaluate, comment on the recording; true reach – the number of people affected; network score – an assessment of the audience’s response to the impact, or how far the network information diverges (how many share information on this page).</em></p><p><strong><em>Key words:</em></strong><em> nativeness, native advertising, branded content, special project, communication strategy.</em></p>


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