Development and evaluation of usability of a gamified web application for basic computer education

Keywords: Education, iPlus, Digital inclusion, XP, Digital gap, Basic Computer Education, Serious Games

Abstract

In recent years, the use of educational applications in learning processes in any domain has increased, due to the great potential they have to motivate students. This article illustrates the process of developing a gamified web application for basic computer education to support the digital inclusion process. The tool is designed and gamified using the iPlus methodology oriented to the design of serious games and the XP (Extreme Programming) methodology in its implementation. Both methodologies involve the user in the entire application development process. We also present the usability assessment using the IBM Computer System Usability Questionnaire (CSUQ) questionnaire.

DOI

Downloads

Download data is not yet available.

References

P. Barden, P. Curzon, and P. Mcowan, “Gameful Systems: Play in the digital age for young and old,” Conference on Human Factors in Computing Systems, Paris, France, 2013

Instituto Nacional de Estadística y Censos, “Tabulados de Tecnología de la Información y Comunicaciones (ENEMDU),” INEC, Quito, Ecuador, 2018.

A. R. Alva de la Selva, “Los nuevos rostros de la desigualdad en el siglo xxi: la brecha digital,” Rev. Mex. Cienc. Polit. Soc., vol. 60, no. 223, pp. 265–285, 2015.

S. Vega, “Alfabetización Digital En La Educación,” Temas para la Educ. Rev. Digit. para Prof. la enseñanza, vol. 17, pp. 1–10, 2011.

G. Zichermann and C. Cunningham, Gamification by design: Implementing Game Mechanics in Web and Mobile Apps, 2011.

S. Deterding and D. Dixon, “Gamification_2011,” CHI’11 Ext. Abstr. Hum. Factors Comput. Syst., pp. 2425–2428, 2011.

G. Barata, S. Gama, J. Jorge, and D. Gonçalves, “Gamification for smarter learning: tales from the trenches,” Smart Learn. Environ., vol. 2, no. 1, p. 10, 2015.

D. Wells, “Extreme Programming: A Gentle Introduction,” Don Wells. [Online]. Available: http://www.extremeprogramming.org./. [Accessed: Jul. 18, 2018].

M. Carrión, M. Santorum, J. Aguilar, and M. Peréz, “iPlus methodology for requirements elicitation for serious games,” XXII Ibero-American Conf. Softw. Eng. CIbSE 2019, pp. 434–447, 2019.

M. Carrión, M. Santorum, M. Pérez, and J. Aguilar, “A participatory methodology for the design of serious games in the educational environment,” 2017 Congr. Int. Innov. y Tendencias en Ing. CONIITI 2017 - Conf. Proc., vol. 2018-Janua, pp. 1–6, 2018.

M. Santorum, A. Front, and D. Rieu, “ISEAsy: A Social Business Process Management Platform,” Lect. Notes Bus. Inf. Process., vol. 171 171 LN, pp. 125–137, 2014.

S. Burbeck, “How to use Model-View-Controller (MVC).” [Online]. Available: http://www.dgp.toronto.edu/~dwigdor/teaching/csc2524/2012_F/papers/mvc.pdf. [Accessed: Oct. 01, 2019].

S. L. Henry, Just ask : integrating accessibility throughout design. Lulu.com, 2007.

J. Nielsen, “Why You Only Need to Test with 5 Users.” [Online]. Available: https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/. [Accessed: Feb. 09, 2020].

J. R. Lewis, “Computer System Usability Questionnaire,” Int. J. Hum. Comput. Interact., vol. 7, no. 1, pp. 57–78, 1995.

Published
2020-07-03
How to Cite
[1]
P. Cuasqui, “Development and evaluation of usability of a gamified web application for basic computer education”, LAJC, vol. 7, no. 1, pp. 138-151, Jul. 2020.
Section
Research Articles for the Regular Issue