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Evaluating a gamification proposal for learning usability heuristics

Heureka

Bibliographic Data

ID21642694
AuthorsRaimel 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
Year2022
Volume161
Pages102774
Publication date2022-05-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueInternational Journal of Human-Computer Studies (JOURNAL)
Journal identifiersISSN: 1071-5819 • E-ISSN: 1095-9300
PublisherElsevier BV (PUBLISHER)
DOI10.1016/j.ijhcs.2022.102774
OpenAlexW4210593267
LanguageEN
Citations received2
References cited35

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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Unique citing works2
Citations per year2
Citation span2025 - 2026 (2)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 2

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