Evaluation of DEG7-9 Design Heuristics by Applying Game Experience Questionnaire
Keywords:
Design Heuristics, Digital Educational Game (DEG), Game Experience, Game Experience Questionnaire (GEQ), Human Computer Interaction (HCI)Abstract
This research aimed to validate the effectiveness of the design heuristic procedure called "DEG7-9" in terms of game experience by using the game experience questionnaire called "THGEQ" to evaluate a digital educational game called "Waste Separation," which was designed for children age 7-9 following DEG7-9. Seventy-two students were randomized to play the game. Then, they were asked to indicate their feeling about the DEG by rating 7 statements covering the 7 dimensions of the game experience using the visual analogue scale. After the means for each of the THGEQ statements were computed, the differences in the level of perceptions related to three demographic variables (gender, education level, and age) were compared by the Kolmogorov-Smirnov Test and Mann-Whitney test. It was found that the means for the positive dimensions were moderate to highest, whereas the means for the negative dimensions were low. There were no significant differences in the perceptions of 6 dimensions between the groups of children; only exception was noted in the case of Immersion. THGEQ, which has been translated from KidsGEQ into a set of understandable and concise statements for Thai children, is therefore noted to be appropriate for identifying children’s perceptions of game experience. The game designed by following DEG7-9 could present a quality game experience. Both DEG7-9 and THGEQ heuristics are valuable tools to provide game design teams with an HCI-focused set of design heuristics and GEQ that can be used for designing DEGs and measuring game experience for children age 7-9 years in particular.
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