This paper describes an empirical study of fun, usability, and learning in educational software. Twenty five children aged 7 and 8 from an English primary school participated. The study involved three software products that were designed to prepare children for government initiated science tests. Pre and post tests were used to measure the learning effect, and observations and survey methods were used to assess usability and fun. The findings from the study demonstrate that in this instance learning was not correlated with fun or usability, that observed fun and observed usability were correlated, and that children of this age appeared to be able to differentiate between the constructs used to describe software quality. The Fun Sorter appea...
Abstract This paper describes an experiment to discover the change in the types of detected problems...
Abstract This paper describes an experiment to discover the change in the types of detected problems...
Abstract This paper describes an experiment to discover the change in the types of detected problems...
Abstract: This paper reports the findings of an investigation into the relationship between usabilit...
This paper considers the ways in which fun can be defined, measured and justified as a reliable usab...
The paper presents the Fun Toolkit (v3), a survey instrument that has been devised to assist researc...
Abstract: This paper discusses findings from tests of usability and fun in evaluating a game authori...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
AbstractIn this paper we present the experience and results aimed at evaluating the user experience ...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
Emerging technologies for children often require the involvement of children as test subjects in sof...
Abstract This paper describes an experiment to discover the change in the types of detected problems...
Abstract This paper describes an experiment to discover the change in the types of detected problems...
Abstract This paper describes an experiment to discover the change in the types of detected problems...
Abstract: This paper reports the findings of an investigation into the relationship between usabilit...
This paper considers the ways in which fun can be defined, measured and justified as a reliable usab...
The paper presents the Fun Toolkit (v3), a survey instrument that has been devised to assist researc...
Abstract: This paper discusses findings from tests of usability and fun in evaluating a game authori...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
AbstractIn this paper we present the experience and results aimed at evaluating the user experience ...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
There are growing efforts amongst educators and especially researchers in gamification and maker spa...
Emerging technologies for children often require the involvement of children as test subjects in sof...
Abstract This paper describes an experiment to discover the change in the types of detected problems...
Abstract This paper describes an experiment to discover the change in the types of detected problems...
Abstract This paper describes an experiment to discover the change in the types of detected problems...