Heuristic Evaluation of Serious Game Application for Slow-reading Students

Abstract

The findings of preliminary studies found that conventional approaches were still relevant but students showed weak and moderate interest and quickly lost focus rather than technology approaches such as serious games were used especially for slow reading students (SRS). Most teachers use interventions that are not specifically designed to help SRS. They usually use teaching aids below the literacy level of the SRS. Therefore, an easy and user-friendly games application called “Mari Membaca” or M2M was developed. The objective is to make sure the application is free from design and interface problems by demonstrating the application of expert-based usability evaluation techniques such as Heuristic evaluation. This paper reports the experimental heuristic evaluation of M2M for SRS among expert evaluators includes remedial teachers and game developers. This study adopted ten Usability Heuristics and seven brain-compatible instructional phases of brain-based learning to be included in the questionnaire. The overall result derived from the evaluation is 14 out of 17 (3.41-5.00) above average mean score, which are neutral (2.61-3.40) in one domain. Several comments and feedback from the experts were essentials for further improvement of the game application to ensure meets the user requirement and expectation.

Authors and Affiliations

Saffa Raihan Zainal Abidin, Siti Fadzilah Mat Noor, Noraidah Sahari Ashaari

Keywords

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  • EP ID EP611434
  • DOI 10.14569/IJACSA.2019.0100764
  • Views 60
  • Downloads 0

How To Cite

Saffa Raihan Zainal Abidin, Siti Fadzilah Mat Noor, Noraidah Sahari Ashaari (2019). Heuristic Evaluation of Serious Game Application for Slow-reading Students. International Journal of Advanced Computer Science & Applications, 10(7), 466-474. https://europub.co.uk/articles/-A-611434