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Campo DC | Valor | Lengua/Idioma |
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dc.contributor.author | Sobrino-Duque, Raimel | - |
dc.contributor.author | Martínez-Rojo, Noelia | - |
dc.contributor.author | Carrillo-de-Gea, Juan Manuel | - |
dc.contributor.author | López-Jiménez, Juan José | - |
dc.contributor.author | Nicolás, Joaquín | - |
dc.contributor.author | Fernández-Alemán, José Luis | - |
dc.date.accessioned | 2025-01-23T07:55:00Z | - |
dc.date.available | 2025-01-23T07:55:00Z | - |
dc.date.issued | 2022-01-25 | - |
dc.identifier.citation | Int. J. Human-Computer Studies 161 (2022) 102774 | es |
dc.identifier.issn | 1071-5819 | - |
dc.identifier.uri | http://hdl.handle.net/10201/149124 | - |
dc.description | © 2022 The Author(s). This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/. This document is The Published version of a Published Work that appeared in final form in International Journal of Human-Computer Studies. To access the final edited and published work see https://doi.org/10.1016/j.ijhcs.2022.102774 | es |
dc.description.abstract | 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. | es |
dc.format | application/pdf | es |
dc.format.extent | 15 | es |
dc.language | eng | es |
dc.publisher | Elsevier | es |
dc.relation | This research is part of the OASSIS-UMU (PID2021-122554OB-C32) project (supported by the Spanish Ministry of Science and Innovation), the BIZDEVOPSGLOBAL-UMU (RTI2018-098309-B-C33) project (supported by the Spanish Ministry of Science, Innovation, and Universities), and the Network of Excellence in Software Quality and Sustainability (TIN2017-90689-REDT). These projects are also founded by the European Regional Development Fund (ERDF). | es |
dc.rights | info:eu-repo/semantics/openAccess | es |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 Internacional | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.subject | Usability | es |
dc.subject | Nielsen heuristics | es |
dc.subject | Gamification | es |
dc.subject | Student experiment | es |
dc.title | Evaluating a gamification proposal for learning usability heuristics: Heureka | es |
dc.type | info:eu-repo/semantics/article | es |
dc.relation.publisherversion | https://www.sciencedirect.com/science/article/pii/S1071581922000039?via%3Dihub | es |
dc.identifier.doi | https://doi.org/10.1016/j.ijhcs.2022.102774 | - |
dc.contributor.department | Departamento de Informática y Sistemas | - |
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1-s2.0-S1071581922000039-main.pdf | This article is available under the Creative Commons CC-BY-NC-ND license and permits non-commercial use of the work as published, without adaptation or alteration provided the work is fully attributed. | 2,08 MB | Adobe PDF | ![]() Visualizar/Abrir |
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