Satisfaction Analysis for Using Educational Serious Games for Teaching Wound Treatment

Autor: Walter Correia, Alex Sandro Gomes, Lúcia Paloma Freitas da Silva, Amadeu Sá de Campos Filho, Gabriel Candido da Silva, Nicolau Calado Jofilsan
Rok vydání: 2018
Předmět:
Zdroj: Advances in Usability, User Experience and Assistive Technology ISBN: 9783319949468
DOI: 10.1007/978-3-319-94947-5_67
Popis: This article aims to describe the production process of the educational game “treat well!”, idealized for learning in higher education institutions. Research was done with students of the health courses, which helped to prove the direct effect in the improvement of cognitive functions such as memory, attention, perception, among others. The acquired advantages of technology, when well used are unimaginable, especially when used for education. The barriers encountered by this tool to realize its real application were perceptible, but these were worked on and perfected to find a balance between education and fun. We can infer that this tool, when properly applied, is able to attract and perpetuate information in students in any educational field. In this context, an educational game was developed that serves as a support to the learning process of the students of nursing courses. The goal of this research was to analyze the usability and satisfaction of the educational game “Treat Well!” which teaches the treatment of a simple wound with nursing students. For the development of the project, the methodology used was based on software engineering practices, User Centered Design and Usability and Satisfaction Analysis. The study was also based on a qualitative and quantitative approach with exploratory character and also statistical. The qualitative variable used to capture the perception of users in the study was made in an empirical way of observing the search for relevant and convenient data obtained through experience observed. The quantitative variables used to analyze usability were the effectiveness, time of use and user perception through the Attrakdiff questionnaire. The usability test was performed with high fidelity game prototype with 10 volunteers in a college in Recife Brazil. From the results generated we can understand that improvements can be made to a greater identification and interaction of the user with the proposed game.
Databáze: OpenAIRE