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A Usability Analysis of a Serious Game for Teaching Stock Market Concepts in Secondary Schools

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New Knowledge in Information Systems and Technologies (WorldCIST'19 2019)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 931))

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Abstract

Games have been a useful tool in education since earliest times. More recently, computer video games have become widely used, particularly in secondary education, to impart important knowledge in an attractive way. Academics have proposed a number of approaches, using games-based learning, to impart theoretical and applied knowledge, especially in different disciplines. Our research is concerned with the design of an innovative educational game platform focused on the development of business and management skills. To reach this purpose, the idea is to study how well designed is the user-interface and how students interact with the applications, in order to be more effective. In this case, we propose a new in-depth usability analysis pipeline, combining a well-documented methodology based on navigation metrics and surveys using free WEB libraries. Feedback coming from this group are necessary to improve the software, and to provide structured empirical evidence for supporting our approach.

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Acknowledgments

The project has been partially financed by the Escuela Agropecuaria de Tres Arroyos (EATA) and National Scientific and Technical Research Council (CONICET).

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Correspondence to J. P. D’Amato .

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Amaro, B., Mira, E., Dominguez, L., D’Amato, J.P. (2019). A Usability Analysis of a Serious Game for Teaching Stock Market Concepts in Secondary Schools. In: Rocha, Á., Adeli, H., Reis, L., Costanzo, S. (eds) New Knowledge in Information Systems and Technologies. WorldCIST'19 2019. Advances in Intelligent Systems and Computing, vol 931. Springer, Cham. https://doi.org/10.1007/978-3-030-16184-2_80

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