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Heuristic Evaluation of Usability for Gamified Co-Curricular Lesson: A Study Case of Learn to Scout

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Gamification is one of educational approach in motivating students to learn into using digital game design and game elements in learning environments. The goal of this approach is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning. Most of study regarding gamification approach focused on academic subjects. Least attention has been given to non-academic subjects even though it develops the student self-esteem including co-curricular activities. To date, various methods for teaching and learning co-curricular subjects in school were proposed. However, these methods limit only to physical based activities such as lecturing, training and camping. Alternatively virtual approach can be seen as a new way for teaching co-curricular subjects. Gamification technology such as 2D Role-Playing Game (RPG) can be implemented to enrich the process of teaching co-curricular subjects. A game prototype called Learn to Scout is develop by incorporating gamification elements as a mean to convey co-curricular syllabus. The application was tested by a group of experts using heuristics evaluation approach. The results showed that most of the criteria scored an average of 4.00 and above except the help and documentation criteria (3.70). This indicate all the experts satisfy with the interface design of the application. In addition, feedbacks from the experts are used to further improve the usability of the application before being tested by primary school pupils as the end users.

Keywords: Co-Curricular; Expert View; Gamification; Heuristic Evaluation; Learning

Document Type: Research Article

Affiliations: School of Multimedia, Faculty of Informatics and Computing, Universiti Sultan Zainal Abidin, Tembila Campus, 22200 Besut, Terengganu

Publication date: 01 May 2017

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