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https://ptsldigital.ukm.my/jspui/handle/123456789/476321
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DC Field | Value | Language |
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dc.contributor.advisor | Azizah Jaafar, Dr. | |
dc.contributor.author | Hameed Ali S. (P45795 ) | |
dc.date.accessioned | 2023-10-06T09:16:24Z | - |
dc.date.available | 2023-10-06T09:16:24Z | - |
dc.date.issued | 2011-03-28 | |
dc.identifier.other | ukmvital:81883 | |
dc.identifier.uri | https://ptsldigital.ukm.my/jspui/handle/123456789/476321 | - |
dc.description | Usability of game-based learning (GBL) is not similar to regular desktop application. Unfortunately, usability model of GBL is hardly to find. At the same time, common usability evaluation methods such as cognitive walkthrough and pluralistic walkthrough is not necessarily can be applied in GBL. This is because those methods are based on the assumption that participants will carry out predetermined tasks, however GBL players played differently depending on their motivation. The study is highly believed the eye tracking technology can solve this problem. There are many different genres of game, however word game is served as most effectiveness GBL. Unfortunately, there is almost no research done about word game usability. The objectives of this study are to develop a conceptual framework of GBL usability evaluation and instrument for GBL usability evaluation. The Hannafin and Peck design model was used as the method of this study. The methodology of this study consists of three phases, namely analysis, design and implementation phase. All of the phases involved a continual process of evaluation. Problem statements and objectives were determined in analysis phase. Then, GLUE model or the conceptual framework of GBL usability evaluation and GLUE-Instrument of this study was designed and developed in design phase. Finally, there are three word games was evaluated in implementation phase, namely Drop Word, Sand Script and Spell Jam. There are two important areas (gameplay and interface) and four usability constructs (effectiveness, learnability, immersion and satisfaction) involved in the GLUE model. The evaluation results have shown that the Spell Jam achieved the best usability performance and conversely the Drop Word achieved the lowest usability performance among the others. The study also proved the usability problem can reduce the GBL’s performance and game story played important role in the development of an effective GBL. The evaluation using the eye tracker confirms the evaluation results of the GLUE-Instrument. The main contribution of this study is the GLUE model and GLUE-Instrument that can guide or help the future developer in evaluating usability of GBL.,Master | |
dc.language.iso | eng | |
dc.publisher | UKM, Bangi | |
dc.relation | Faculty of Information Science and Technology / Fakulti Teknologi dan Sains Maklumat | |
dc.rights | UKM | |
dc.subject | Human-computer interaction. | |
dc.subject | Game based learning | |
dc.title | Construction of game based learning (GBL) usability instrument using eye tracking pattern | |
dc.type | theses | |
dc.format.pages | 81 | |
dc.identifier.callno | QA76.9.H85 H345 2011 | |
dc.identifier.barcode | 001535 | |
Appears in Collections: | Faculty of Information Science and Technology / Fakulti Teknologi dan Sains Maklumat |
Files in This Item:
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ukmvital_81883+SOURCE1+SOURCE1.0.PDF Restricted Access | 2.21 MB | Adobe PDF | View/Open |
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