Abstract
This paper shows a sequence of methods used to evaluate usability and user experience (UX) in educational videogames related to heritage. The videogame analysed consists of a prototype that allows a virtual tour of the archaeological site of Ingapirca, located in southern Ecuador, and aims to connect users with the identity of the ancestral cultures that inhabited that place, in a way playful and entertaining. In the first place, the System Usability Scale (SUS) was used, a fast and effective method to measure usability, the results obtained in this stage allowed to improve the prototype, after that, the Technology Acceptance Model (TAM) was applied, a model that also allows usability and UX to be measured. The results obtained show that both the SUS model first and later the TAM model are effective methods to improve educational video games during the development and prototyping stage.
Original language | English |
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Title of host publication | Communication and Applied Technologies - Proceedings of ICOMTA 2022 |
Editors | Paulo Carlos López-López, Ángel Torres-Toukoumidis, Andrea De-Santis, Óscar Avilés, Daniel Barredo |
Publisher | Springer Science and Business Media Deutschland GmbH |
Pages | 547-554 |
Number of pages | 8 |
ISBN (Print) | 9789811963469 |
DOIs | |
State | Published - 2023 |
Event | International Conference on Communication and Applied Technologies, ICOMTA 2022 - Cuenca, Ecuador Duration: 7 Sep 2022 → 9 Sep 2022 |
Publication series
Name | Smart Innovation, Systems and Technologies |
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Volume | 318 |
ISSN (Print) | 2190-3018 |
ISSN (Electronic) | 2190-3026 |
Conference
Conference | International Conference on Communication and Applied Technologies, ICOMTA 2022 |
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Country/Territory | Ecuador |
City | Cuenca |
Period | 7/09/22 → 9/09/22 |
Bibliographical note
Publisher Copyright:© 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
Keywords
- Archaeological heritage
- Gamification
- Serious games
- Usability evaluation
- UX evaluation