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Developing a Dashboard for Monitoring Usability of Educational Games Apps for Children

Published: 24 March 2019 Publication History

Abstract

Nowadays digital game applications or interactive children's educational games implemented in mobile devices (to be identified as Apps), are beginning to be widely used to complement children's education, particularly during early childhood education. However, digital game Apps do not generate a timely collection of data that could be obtained, so that with a proper interpretation they can serve as a guide in making decisions about the content, types, and level of games that should be created as digital tools to support children's education. In this article, is indicated how through the development of a dashboard, linked to a database in the cloud, it is possible to obtain and present information that allows measuring the use and playability and usability factors for these types of Apps, in an orderly and precise manner. For the development of the dashboard and its link in real time with the Apps to monitor, JavaScript was used through the framework Sails.js and the database implemented in PostgreSQL. In parallel, for the data transmission tests, two mobile applications were implemented in Android, one programmed in Unity and the second using Adobe Animate. Both Apps were designed by recording internal data in JSON file format. To analyze and obtain results, we used PQM metrics 2014 (Playability Quality Model), and we applied an adapted theory which helps to facilitate the identification of factors affecting the use and adoption of information systems and technologies in Latin American local contexts. The Pilot tests were carried out with children from 4 to 8 years attending schools of marginal areas in the city of Guayaquil, Ecuador. These children with little knowledge of technology use, facilitate better evaluation of different scenarios to measure the behavioral use of the Apps and their contents without significant influence of previous knowledge about digital educational games. This article presents the first results of an extensive and longitudinal multidisciplinary research, relevant to organizations and people involved in early childhood education.

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    ICCMB '19: Proceedings of the 2019 2nd International Conference on Computers in Management and Business
    March 2019
    92 pages
    ISBN:9781450361682
    DOI:10.1145/3328886
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 24 March 2019

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    Author Tags

    1. Apps
    2. Children
    3. Dashboard
    4. Digital Games
    5. Ecuador
    6. Latin America
    7. MIDI
    8. Technology Adoption and Education
    9. Usability

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    • (2023)Compras móviles en las adquisiciones del consumidor: Factores de éxito comercial y financieroRevista Venezolana de Gerencia10.52080/rvgluz.28.103.1228:103(1102-1118)Online publication date: 14-Jun-2023
    • (2023)Design of Children's Digital Education Resource Sharing Platform Based on Artificial Intelligence Algorithm2023 IEEE International Conference on Electrical, Automation and Computer Engineering (ICEACE)10.1109/ICEACE60673.2023.10441949(874-879)Online publication date: 29-Dec-2023
    • (2023)Feasibility of Using Serious MIDI-AM Videogames as Resources in Early Childhood EducationInformation and Communication Technologies10.1007/978-3-031-45438-7_29(429-447)Online publication date: 6-Oct-2023
    • (2023)Examining Factors of Acceptance and Use of Technology in Digital Services in the Context of EcuadorCloud Computing, Big Data & Emerging Topics10.1007/978-3-031-40942-4_13(171-185)Online publication date: 11-Aug-2023
    • (2022)MIDI-AM Videogame Usability in Virtual Learning as a Digital Pedagogical Tool in Emerging EconomiesInternational Journal of Online Pedagogy and Course Design10.4018/IJOPCD.29201612:2(1-15)Online publication date: 1-Apr-2022
    • (2022)Game Animasi Animal Karambol Berbasis Aplikasi Android untuk Meningkatkan Pengetahuan Sains pada AnakJurnal Obsesi : Jurnal Pendidikan Anak Usia Dini10.31004/obsesi.v6i6.32776:6(5863-5872)Online publication date: 20-Sep-2022
    • (2021)Mobile game-based learning with Opi appProceedings of the XX Brazilian Symposium on Human Factors in Computing Systems10.1145/3472301.3484349(1-11)Online publication date: 18-Oct-2021
    • (2021)The Relationships between Aspects of Playability and Learning Content in Educational Games2021 IEEE 7th Information Technology International Seminar (ITIS)10.1109/ITIS53497.2021.9791525(1-6)Online publication date: 6-Oct-2021
    • (2021)Natural Language to Facilitate the Analysis of Statistical Evaluation of Educational Digital GamesInformation and Communication Technologies10.1007/978-3-030-89941-7_10(127-141)Online publication date: 23-Nov-2021

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