Usability Evaluation of a Board Game for Learning Robotics of Care DOI Creative Commons
Blanca Gonzalo de Diego, Alexandra González Aguña, Marta Fernández Batalla

и другие.

Education Sciences, Год журнала: 2025, Номер 15(4), С. 484 - 484

Опубликована: Апрель 13, 2025

Gamification and game-based learning provide the opportunity to acquire knowledge skills on a given subject in practical interactive way. They are an innovative teaching methodology that could be used for competence acquisition variety of fields. This study focuses two domains: technology (including robotics) care. evaluates usability RobotCareMaker®, board game designed teach care robotics, branch robotics oriented towards human RobotCareMaker® consists 106 elements. The playing cards engine element interaction between players. A convenience sample was selected. Usability evaluated by System Scale (SUS) questionnaire modified game, three questions about experience were used. Using SUS questionnaire, 21 participants rated it with excellent score 80.36. Over 90% found instructions clear error-free. allows teachers, professionals, nursing students integrate curricular competencies novel topics such as robotics. result suggests enhances assistive improving education healthcare.

Язык: Английский

The Impact of Gamification-Assisted Instruction on the Acquisition of Scientific Concepts and Attitudes Towards Science Class Among Elementary School Students DOI Open Access
Aseel O. Ajlouni, Fatima Abd-Alkareem Wahba, Hiba Naccache

и другие.

European Journal of Educational Research, Год журнала: 2025, Номер 14(2), С. 485 - 500

Опубликована: Март 8, 2025

This study addresses global concerns surrounding elementary students' science performance following the COVID-19, as a result of international tests such Trends in International Mathematics and Science Study (TIMSS) highlight ongoing challenges that urge exploration innovative educational approaches to improve learning. research employed gamification-assisted instruction explored its impact on enhancing understanding concepts attitudes toward class among fourth graders. The adopted quasi-experimental design included an experimental group (ExG) was taught using gamification strategy control (CoG) traditional method with sample 38 female students from public school Jordan. Data were gathered valid reliable tools: developed scientific test Attitude Towards measures. ANCOVA analysis revealed significantly improves acquisition (η2=.208) boosts positive attitude classes (η2=.626). These findings encourage decision-makers incorporate into teaching practices methods.

Язык: Английский

Процитировано

0

Usability Evaluation of a Board Game for Learning Robotics of Care DOI Creative Commons
Blanca Gonzalo de Diego, Alexandra González Aguña, Marta Fernández Batalla

и другие.

Education Sciences, Год журнала: 2025, Номер 15(4), С. 484 - 484

Опубликована: Апрель 13, 2025

Gamification and game-based learning provide the opportunity to acquire knowledge skills on a given subject in practical interactive way. They are an innovative teaching methodology that could be used for competence acquisition variety of fields. This study focuses two domains: technology (including robotics) care. evaluates usability RobotCareMaker®, board game designed teach care robotics, branch robotics oriented towards human RobotCareMaker® consists 106 elements. The playing cards engine element interaction between players. A convenience sample was selected. Usability evaluated by System Scale (SUS) questionnaire modified game, three questions about experience were used. Using SUS questionnaire, 21 participants rated it with excellent score 80.36. Over 90% found instructions clear error-free. allows teachers, professionals, nursing students integrate curricular competencies novel topics such as robotics. result suggests enhances assistive improving education healthcare.

Язык: Английский

Процитировано

0