Introduction
In the last years, games have also been used for different purposes than entertainment, being more and more used in educational contexts (Abt 2002; Connolly et al. 2012; Battistella and Gresse von Wangenheim 2016). Educational games are supposed to be an effective and efficient instructional strategy for teaching and learning in diverse knowledge areas such as mathematics, health, computing, and nutrition (Connolly et al. 2012; Calderón and Ruiz 2015). Especially in computing education, there is a vast variety of educational games to teach computing competencies mainly in higher education (Battistella and Gresse von Wangenheim 2016). The majority...
References
Abeele, V.V., Nacke, L.E., Mekler, E.D., Johnson, D.: Design and preliminary validation of the player experience inventory. Symposium Computer-Human Interaction Play, pp. 335–341. Austin (2016)
Abt, C.C.: Serious Games. University Press of America, Lanhan (2002)
Backlund, P., Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games. Proc. of the 5th Int. Conf. on Games and Virtual Worlds for Serious Applications, Poole, GB.
Battistella, P.E., Gresse von Wangenheim, C.: Games for teaching computing in higher education – a systematic review. IEEE. Tech. Eng. Educ. 9(1), 8–30 (2016)
Brockmyer, J.H., Fox, C.M., Curtiss, K.A., McBroom, E., Burkhart, K.M., Pidruzny, J.N.: The development of the game engagement questionnaire: a measure of engagement in video game-playing. Exp. Soc. Psy. 45(4), 624–634 (2009)
Brooke, J.: SUS-A quick and dirty usability scale. Usab. Eval. Ind. 189(194), 4–7 (1996)
Calderón, A., Ruiz, M.: A systematic literature review on serious games evaluation: an application to software project management. Comp. Educ. 87, 396–422 (2015)
Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comp. Educ. 59(2), 661–686 (2012)
Davis, F.D.: Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Q. 13, 319–340 (1989)
Dawes, J.: Do data characteristics change according to the number of scale points used? An experiment using 5-point, 7-point and 10-point scales. J. Mark. Res. 50(1), 61–77 (2008)
Denisova, A., Nordin, A.I., Cairns, P.: The convergence of player experience questionnaires. Symposium Computer-Human Interaction Play, pp. 33–37. Austin (2016)
DeVellis, R.F.: Scale Development: Theory and Applications, 4th edn. SAGE, Thousand Oaks (2016)
Fu, F., Su, R., Yu, S.: EGameFlow: a scale to measure learners’ enjoyment of e-learning games. Comp. Educ. 52(1), 101–112 (2009)
Gámez, E.H.: On the core elements of the experience of playing video games. Dissertation, UCL Interaction Centre, Department of Computer Science, London (2009)
Keller, J.: Development and use of the ARCS model of motivational design. J. Instr. Dev. 10(3), 2–10 (1987)
Mohamed, H., Jaafar, A.: Development and potential analysis of heuristic evaluation for educational computer game (PHEG). Computer Science Convergence Information Technology, pp. 222–227. Seoul (2010)
Norman, K.L.: GEQ (Game engagement/experience questionnaire): a review of two papers. Interact. Comput. 25(4), 278–283 (2013)
O’Brien, H.L., Toms, E.G.: The development and evaluation of a survey to measure user engagement. J. Am. Soc. Inf. Sci. Technol. 61(1), 50–69 (2010)
Omar, H.M., Jaafar, A.: Playability heuristics evaluation (PHE) approach for Malaysian educational games. Symposium Information Technology, pp. 1–7. Kuala Lumpur (2008)
Petri, G., Gresse von Wangenheim, C.: How to evaluate educational games: a systematic literature review. J. Univ. Comp. Sci. 22(7), 992–1021 (2016)
Petri, G., Gresse von Wangenheim, C.: How games for computing education are evaluated? A systematic literature review. Comp. Educ. 107, 68–90 (2017)
Petri, G., Gresse von Wangenheim, C., Borgatto, A.F.: MEEGA+: an evolution of a model of educational games. Tech Rep INCoD/GQS.03.2016.E. INCoD/INE/UFSC. http://www.incod.ufsc.br/wp-content/uploads/2016/07/Relatorio-Tecnico-INCoD_GQS_03_2016_Ev11.pdf (2016). Accessed 26 Oct 2017
Petri, G., Gresse von Wangenheim, C., Borgatto, A.F.: Evolução de um Modelo de Avaliação de Jogos para o Ensino de Computação. CSBC/WEI, São Paulo (2017a) (in Portuguese)
Petri, G., Gresse von Wangenheim, C., Borgatto, A.F.: A large-scale evaluation of a model for the evaluation of games for teaching software engineering. ICSE-SEET, pp. 180–189. Buenos Aires (2017b)
Petri, G., Gresse von Wangenheim, C., Borgatto, A.F.: Design and evaluation of a model for the evaluation of games for computing education. Computing Education (2018) (submmited)
Poels, K., Kort, Y.D., Ijsselsteijn, W.: It is always a lot of fun!: exploring dimensions of digital game experience using focus group methodology. Future Play, pp. 83–89. Toronto (2007)
Savi, R., Gresse von Wangenheim, C., Borgatto, A.F.: A Model for the Evaluation of Educational Games for Teaching Software Engineering. SBES, São Paulo (2011) (in Portuguese)
Sindre, G., Moody, D.: Evaluating the effectiveness of learning interventions: an information systems case study. Conference on Information System, Paper 80. Naples (2003)
Sweetser, P., Wyeth, P.: GameFlow: a model for evaluating player enjoyment in games. Comput. Entertain. 3(3), 1–24 (2005)
Takatalo, J., Häkkinen, J., Kaistinen, J., Nyman, G.: Presence, involvement, and flow in digital games. In: Bernhaupt, R. (ed.) Evaluating User Experience in Games: Concepts and Methods, pp. 23–46. Springer, London (2010)
Trochim, W.M., Donnelly, J.P.: Research Methods Knowledge Base, 3rd edn. Atomic Dog Publishing, Mason (2008)
Tullis, T., Albert, W.: Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics. Morgan Kaufmann, Amsterdam (2008)
Wiebe, E.N., Lamb, A., Hardy, M., Sharek, D.: Measuring engagement in video game-based environments: investigation of the user engagement scale. Comput. Hum. Behav. 32, 123–132 (2014)
Wohlin, C., Runeson, P., Höst, M., Ohlsson, M.C., Regnell, B., Wesslén, A.: Experimentation in Software Engineering. Springer, Berlin/Heidelberg (2012)
Yin, R.K.: Case Study Research and Applications: Design and Methods, 5th edn. Sage, Beverly Hills (2017)
Zaibon, S.B.: User testing on game usability, mobility, playability, and learning content of mobile game-based learning. J. Tekn. 77(29), 131–139 (2015)
Zaibon, S.B., Shiratuddin, N.: Heuristics evaluation strategy for mobile game-based learning. Wirless Mobile Ubiquitous Technologies in Education, pp. 127–131. Kaohsiung (2010)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG
About this entry
Cite this entry
Petri, G., Gresse von Wangenheim, C., Borgatto, A.F. (2018). MEEGA+, Systematic Model to Evaluate Educational Games. In: Lee, N. (eds) Encyclopedia of Computer Graphics and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_214-1
Download citation
DOI: https://doi.org/10.1007/978-3-319-08234-9_214-1
Received:
Accepted:
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-08234-9
Online ISBN: 978-3-319-08234-9
eBook Packages: Living Reference Computer SciencesReference Module Computer Science and Engineering