Evaluating user experience of adaptive digital educational games with Activity Theory

被引:76
作者
Law, Effie Lai-Chong [1 ]
Sun, Xu [2 ]
机构
[1] Univ Leicester, Dept Comp Sci, Leicester LE1 7RH, Leics, England
[2] Univ Nottingham Ningbo, Fac Sci & Engn, Ningbo, Zhejiang, Peoples R China
关键词
User experience; Digital educational game; Adaptivity; Usability; Activity Theory; Contradictions; Breakdowns; Downstream utility;
D O I
10.1016/j.ijhcs.2012.01.007
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Adaptive digital educational games (DEGs) providing players with relevant interventions can enhance gameplay experience. This advance in game design, however, renders the user experience (UX) evaluation of DEGs even more challenging. To tackle this challenge, we developed a four-dimension evaluation framework (i.e., gaming experience, learning experience, adaptivity, and usability) and applied it to an empirical study with a DEG on teaching geography. Mixed-method approaches were adopted to collect data with 16 boys aged 10-11. Specifically, a so-called Dyadic User Experience Tests (DUxT) was employed; participants were paired up to assume different roles during gameplay. Learning efficacy was evaluated with a pre-post intervention measurement using a domain-specific questionnaire. Learning experience, gaming experiences and usability were evaluated with intensive in situ observations and interviews guided by a multidimensional scheme; content analysis of these transcribed audio data was supplemented by video analysis. Effectiveness of adaptivity algorithms was planned to be evaluated with automatic logfiles, which, unfortunately, could not be realised due to some technical problem. Nonetheless, the user-based data could offer some insights into this issue. Furthermore, we attempted to bridge the existing gap in UX research the lack of theoretical frameworks in understanding user experience by adopting Engestrom's (1 987) extended framework of Activity Theory (AT) that provides contextual information essential for understanding contradictions and breakdowns observed in the interactions between the game players. The dyadic gameplay setting allows us to explore the issue of group UX. Implications for further applications of the AT framework in the UX research, especially the interplay between evaluation and redesign (i.e., downstream utility of UX evaluation methods), are discussed. Crown Copyright (C) 2012 Published by Elsevier Ltd. All rights reserved.
引用
收藏
页码:478 / 497
页数:20
相关论文
共 80 条
[1]   Interplay between usability and software development [J].
Abrahao, Silvia ;
Juristo, Natalia ;
Law, Effie L. -C. ;
Stage, Jan .
JOURNAL OF SYSTEMS AND SOFTWARE, 2010, 83 (11) :2015-2018
[2]  
Albert D., 1999, Knowledge Spaces: Theories, Empirical Research, and Applications
[3]  
[Anonymous], 2003, 2 WORKSH EMP EV AD S
[4]  
[Anonymous], 2010, INT J COMPUTER SCI S
[5]  
[Anonymous], 2004, DIGITAL GAME BASED L
[6]  
[Anonymous], 2004, P 2004 C INT DES CHI, DOI DOI 10.1145/1017833.1017872
[7]  
[Anonymous], 1986, UNDERSTANDING COMPUT
[8]  
Bannon LJ, 2001, HUM FAC ER, P183
[9]  
Barab S., 2000, MIND CULT ACT, V11, P25
[10]   Video game values: Human-computer interaction and games [J].
Barr, Pippin ;
Noble, James ;
Biddle, Robert .
INTERACTING WITH COMPUTERS, 2007, 19 (02) :180-195