Evaluating a gamification proposal for learning usability heuristics
Heureka
Bibliographic Data
| ID | 21642694 |
|---|---|
| Authors | Raimel Sobrino‐Duque (0000-0002-6912-1172), Raimel Sobrino-Duque, Noelia Martínez-Rojo, Juan Manuel Carrillo de Gea (0000-0002-3320-622X), Juan Manuel Carrillo-de-Gea, Juan José López Jiménez (0000-0001-5244-2773), Juan José López-Jiménez, Joaquín Nicolás (0000-0003-1760-3804, corresponding author), José Luis Fernández‐Alemán (0000-0002-0176-450X), José Luis Fernández-Alemán |
| Year | 2022 |
| Volume | 161 |
| Pages | 102774 |
| Publication date | 2022-05-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Journal of Human-Computer Studies (JOURNAL) |
| Journal identifiers | ISSN: 1071-5819 • E-ISSN: 1095-9300 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.ijhcs.2022.102774 |
| OpenAlex | W4210593267 |
| Language | EN |
| Citations received | 2 |
| References cited | 35 |
This paper presents the results of an educational experiment conducted to determine whether an automated, card-based gamification strategy has an impact on the learning of Jakob Nielsen's 10 heuristic usability rules. The participants in the experiment were 55 students enrolled on a human-computer interaction course. According to the results of the experiment and the hypothesis tests performed to compare both traditional and gamified approaches, there were no significant differences (t (53) = 0.66, p = 0.52), although the scores attained by the students who used the gamification strategy were slightly better when evaluated one week later ( M = 6.29 and M = 6.57 out of 10, respectively). Moreover, the students’ perceptions reflect that the proposed tool is easy to use (MD = 4.00 out of 5) and useful as regards learning (MD = 4.00 out of 5). Further research is needed to determine whether incorporating other gamification elements, such as rankings, difficulty levels, and game modes, would have a positive impact on student motivation, engagement and performance
Heuristic · Heuristic evaluation · Heuristics · Human–computer interaction · Mathematics education · Usability · Computer Science · Educational Games and Gamification · Online Learning and Analytics · Psychology · Virtual Reality Applications and Impacts · Artificial Intelligence
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Intrinsic and Extrinsic Motivations
| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2025 - 2026 (2) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 2 |