-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
1/17
Justyna Prokop
Ibrar Khan
ArvinDhabindra Shrestha
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
2/17
IntroductionEvaluation of Children Game I CAN SPELL.
Age 5-7 years children took part in this evaluation.
Testing took place in school classrooms
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
3/17
GoalsTo Improve the Children game .
To identify how long tasks take to be completed.
To find out the problems children faced when theywere doing the testing.
What makes the game difficult for them.
To find out coding issues that might affect game
functionality.
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
4/17
GoalsTo make the game moreChallenging.
FunEngaging
Educational
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
5/17
What we Did Observation.
Interview. Testing.
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
6/17
ParticipantsAge Number of Children5 2
6 7
7 5
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
7/17
TestingThe Children were asked to play the game, they were told that
its a spelling game.
Human tutors were present and they were asked to observe
their students while they interacted withthe computer but were not actively involved in the
evaluation.
There were, however, lab assistants that helped students withthe interaction with the game if the students needed help
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
8/17
ObservationThey were observed by our group members, and
the tutors as well . We looked at the way thechildren played the game .
Observation was recorded.
How long did they take to play the game.
We observed what problems they faced.
Are they having fun (smiling, laughing).Were they confused while playing the game.
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
9/17
ObservationWe looked at three main points.How long did the user take to use the system?
Were they confused while playing the game. Was it engaging?
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
10/17
Observation FindingsHard for user to identify Reactivision blocks.
Reactivision symbols easily undetectable.
Some Reactivision symbols not fully detected bywebcam as user unaware they covered it.
Too many blocks, therefore user took more time tocomplete task.
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
11/17
SolutionWeb cam have to be kept nearer.
Reduce the number of Reactivison blocks.
Make blocks clearer.
Make the Reactivision symbols larger.
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
12/17
InterviewInterviewed : Tutors and the children
Interviews were note taking.
One member of the group took notes and theother asked the questions
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
13/17
InterviewDid you find the game fun? If yes, which parts the
most and least?Do you feel that you have learnt anything from the
game? If yes, what?Did you find any phase in the game especially hard
to understand/complete?Did you feel happy during your game experience?Do you feel that you would like to try the game
again?Can you suggest any extra features that you feel
would improve the game?
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
14/17
Interview FindingsFun, more educational than fun.
Sometimes confused during game experience
Completed game too quickly it was just few levels.Habitat images/sound effects unclear
Didnt like the sound of the man while playing the game.
Recommendations:
More stages for each game (sounds and spelling)
Less blocks (too confusing)
All users commented that they would definitely try the gameagain.
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
15/17
DiscussionAs to the teachers, most of them were
particularly impressed by the effect that thegame had on students who usually performpoorly in their lessons and tests.
The teachers were very happy with their
students performance and most of them saidthat they would
certainly wish to include educational games ofthis kind in classroom.
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
16/17
ConclusionThe results from the evaluation showed that students would
benefit from educational games in classrooms and would bequite happy to work with a computer game, which is moreenjoyable , fun and engaging.
We feel our prototype design meets the project requirement ofcontaining a tangible user interface, also offering a fun, engaging,challenging and Educational experience.
Improve graphics and use better sound quality.
Once all issues are taken out, our game will fully meet itsrequirements and would be a popular game for its target users.
-
8/14/2019 Justyna Prokop Ibrar Khan Arvin Dhabindra Shrestha
17/17
Referenceshttp://www.ifets.info/journals/8_2/5.pdf.Aliya, S. K. (2002). The role of computer games in the
development of theoretical analysis, flexibility and
reflective thinking in children: A longitudinal study.International Journal of Psychophysiology, 45, 149.
Boyle, T. (1997). Design for Multimedia Learning, London:Prentice Hall.
Brody, H. (1993). Video Games that Teach? Technology
Review, November/December, 51-57.
http://www.ifets.info/journals/8_2/5.pdfhttp://www.ifets.info/journals/8_2/5.pdf