TY - JOUR
T1 - Evaluating user experience of adaptive digital educational games with Activity Theory
AU - Law, Effie Lai Chong
AU - Sun, Xu
N1 - Funding Information:
The research and development work described in this paper was funded by the European Commission under the 7th Framework Programme in the ICT research priority , contract number 215918 (80Days, www.eightydays.eu ). The authors are obliged for the generous support of the school and children involved. We would also like to express our special thanks to the two editors of this Special Issue and to the anonymous reviewers for their constructive and valuable comments and suggestions.
PY - 2012/7
Y1 - 2012/7
N2 - Adaptive digital educational games (DEGs) providing players with relevant interventions can enhance gameplay experience. This advance in game design, however, renders the user experience (UX) evaluation of DEGs even more challenging. To tackle this challenge, we developed a four-dimension evaluation framework (i.e.; gaming experience, learning experience, adaptivity, and usability) and applied it to an empirical study with a DEG on teaching geography. Mixed-method approaches were adopted to collect data with 16 boys aged 10-11. Specifically, a so-called Dyadic User Experience Tests (DUxT) was employed; participants were paired up to assume different roles during gameplay. Learning efficacy was evaluated with a pre-post intervention measurement using a domain-specific questionnaire. Learning experience, gaming experiences and usability were evaluated with intensive in situ observations and interviews guided by a multidimensional scheme; content analysis of these transcribed audio data was supplemented by video analysis. Effectiveness of adaptivity algorithms was planned to be evaluated with automatic logfiles, which, unfortunately, could not be realised due to some technical problem. Nonetheless, the user-based data could offer some insights into this issue. Furthermore, we attempted to bridge the existing gap in UX research - the lack of theoretical frameworks in understanding user experience - by adopting Engeströms (1987) extended framework of Activity Theory (AT) that provides contextual information essential for understanding contradictions and breakdowns observed in the interactions between the game players. The dyadic gameplay setting allows us to explore the issue of group UX. Implications for further applications of the AT framework in the UX research, especially the interplay between evaluation and redesign (i.e.; downstream utility of UX evaluation methods), are discussed.
AB - Adaptive digital educational games (DEGs) providing players with relevant interventions can enhance gameplay experience. This advance in game design, however, renders the user experience (UX) evaluation of DEGs even more challenging. To tackle this challenge, we developed a four-dimension evaluation framework (i.e.; gaming experience, learning experience, adaptivity, and usability) and applied it to an empirical study with a DEG on teaching geography. Mixed-method approaches were adopted to collect data with 16 boys aged 10-11. Specifically, a so-called Dyadic User Experience Tests (DUxT) was employed; participants were paired up to assume different roles during gameplay. Learning efficacy was evaluated with a pre-post intervention measurement using a domain-specific questionnaire. Learning experience, gaming experiences and usability were evaluated with intensive in situ observations and interviews guided by a multidimensional scheme; content analysis of these transcribed audio data was supplemented by video analysis. Effectiveness of adaptivity algorithms was planned to be evaluated with automatic logfiles, which, unfortunately, could not be realised due to some technical problem. Nonetheless, the user-based data could offer some insights into this issue. Furthermore, we attempted to bridge the existing gap in UX research - the lack of theoretical frameworks in understanding user experience - by adopting Engeströms (1987) extended framework of Activity Theory (AT) that provides contextual information essential for understanding contradictions and breakdowns observed in the interactions between the game players. The dyadic gameplay setting allows us to explore the issue of group UX. Implications for further applications of the AT framework in the UX research, especially the interplay between evaluation and redesign (i.e.; downstream utility of UX evaluation methods), are discussed.
KW - Activity Theory
KW - Adaptivity
KW - Breakdowns
KW - Contradictions
KW - Digital educational game
KW - Downstream utility
KW - Usability
KW - User experience
UR - http://www.scopus.com/inward/record.url?scp=84862819390&partnerID=8YFLogxK
U2 - 10.1016/j.ijhcs.2012.01.007
DO - 10.1016/j.ijhcs.2012.01.007
M3 - Article
AN - SCOPUS:84862819390
SN - 1071-5819
VL - 70
SP - 478
EP - 497
JO - International Journal of Human Computer Studies
JF - International Journal of Human Computer Studies
IS - 7
ER -