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Second user trial report


Čišić, Dragan; Tijan, Edvard
Second user trial report, 2007. (izvješće).


Naslov
Second user trial report

Autori
Čišić, Dragan ; Tijan, Edvard

Izvornik
027606 mGBL Mobile Game Based Learning, Specific Targeted Research Project, FP6

Vrsta, podvrsta
Ostale vrste radova, izvješće

Godina
2007

Ključne riječi
User trials; methodology tools; focus groups

Sažetak
In the WP6 User Trials 2 Focus Group sessions we have primarily sought understanding and insights from members of target audiences concerning the 3 mGBL games in terms of: o Fun and Playability o Content, in terms of: 8/48 o Style and Design o Relevance to topic o Suitability to level o Supporting users in developing decision-making skills A set of research tools (Appendix 1-7) was developed collaboratively by the WP6 research team for use in: o approaching and briefing ‘ gatekeepers’ ; o briefing respondents and obtaining their informed consent ; o carrying out the Focus Group sessions ; o collating, analysing and reporting the results. The tools were based on a set of tools used for Focus Group work in WP3, which in turn were developed from tools used in an earlier EC-supported project, m-learning. The tools would help to achieve rigour and consistency in the WP6 research. Second user trials were conducted in four countries, during August, September and October 2007, as follows: • mGBL focus groups – Game 1 (E-Commerce) – Slovenia o 2 focus groups - professors and students • mGBL focus groups – Game 2 (E-Health) – Italy o 2 focus groups ( students, professors) • mGBL focus groups – Game 2 (E-Guidance) – Italy o 1 focus group (students) • mGBL focus groups – Game 2 (E-guidance) – Slovenia o 1 focus group (professors) • mGBL focus groups – Game 2 (Maritime distress) – Croatia o 1 focus group (professors and students) • mGBL focus groups – Game 3 – Austria o 2 focus groups of students during the whole semester 9/48 The evaluation of an e-commerce game which was formed out of game Template 3, called “ Digital Economy” was also conducted in December 2006/January 2007, and the findings are incorporated in this report. In addition, another user trial took place at the Faculty of Maritime Studies in Rijeka. It was based on the Game 2 template, with maritime distress content. Focus group for this user trial was mixed – it consisted of 2 professors and 4 students. Overall results show that all focus groups are favourable to the project, even the biased student group in Slovenia (no one used to play games). Teachers thought that the game with multiple possible scenarios and open-end game would give them an insight on how the students think, how they make decisions, how they could apply that thinking into » real life« situations. That way the game would tackle the collaborating part and team work in education and real life. Most of the remarks by the participants have been addressed to the ways of optimization and improvement of the games. There have been a lot of remarks about user interface, as all users are using much advanced devices as computers and laptops. There have been thoughts to add some e-learning add-ons to the games, in the form of help, glossaries or similar. All materials from the second user trial (including raw data) will be sent to WP3, WP5 and WP7 for further research.

Izvorni jezik
Engleski

Znanstvena područja
Računarstvo, Tehnologija prometa i transport, Informacijske i komunikacijske znanosti



POVEZANOST RADA


Projekt / tema
112-1121722-1719 - Regionalni elektroničko logistički pomorski cluster, orkestriranje procesa (Dragan Čišić, )

Ustanove
Pomorski fakultet, Rijeka