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dc.contributor.authorSobrino-Duque, Raimel-
dc.contributor.authorMartínez-Rojo, Noelia-
dc.contributor.authorCarrillo-de-Gea, Juan Manuel-
dc.contributor.authorLópez-Jiménez, Juan José-
dc.contributor.authorNicolás, Joaquín-
dc.contributor.authorFernández-Alemán, José Luis-
dc.date.accessioned2025-01-23T07:55:00Z-
dc.date.available2025-01-23T07:55:00Z-
dc.date.issued2022-01-25-
dc.identifier.citationInt. J. Human-Computer Studies 161 (2022) 102774es
dc.identifier.issn1071-5819-
dc.identifier.urihttp://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.2022.102774es
dc.description.abstractThis 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.formatapplication/pdfes
dc.format.extent15es
dc.languageenges
dc.publisherElsevieres
dc.relationThis 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.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectUsabilityes
dc.subjectNielsen heuristicses
dc.subjectGamificationes
dc.subjectStudent experimentes
dc.titleEvaluating a gamification proposal for learning usability heuristics: Heurekaes
dc.typeinfo:eu-repo/semantics/articlees
dc.relation.publisherversionhttps://www.sciencedirect.com/science/article/pii/S1071581922000039?via%3Dihubes
dc.identifier.doihttps://doi.org/10.1016/j.ijhcs.2022.102774-
dc.contributor.departmentDepartamento de Informática y Sistemas-
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