Establishing usability heuristics for heuristics evaluation in a specific domain: Is there a consensus?

S Hermawati, G Lawson - Applied ergonomics, 2016 - Elsevier
Heuristics evaluation is frequently employed to evaluate usability. While general heuristics
are suitable to evaluate most user interfaces, there is still a need to establish heuristics for …

Academic methods for usability evaluation of serious games: a systematic review

R Yanez-Gomez, D Cascado-Caballero… - Multimedia Tools and …, 2017 - Springer
In the last years, there has been an increasing interest in the design of video games as a
tool for education, training, health promotion, socialization, etc. Usability, which is a key …

EmoFindAR: Evaluation of a mobile multiplayer augmented reality game for primary school children

L López-Faican, J Jaen - Computers & Education, 2020 - Elsevier
Games are powerful generators of positive emotions in children and are intrinsically
satisfying. In this context, our work evaluates the use of mobile augmented reality without …

Investigating the learning‐theory foundations of game‐based learning: a meta‐analysis

WH Wu, HC Hsiao, PL Wu, CH Lin… - Journal of Computer …, 2012 - Wiley Online Library
Past studies on the issue of learning‐theory foundations in game‐based learning stressed
the importance of establishing learning‐theory foundation and provided an exploratory …

Comparing face-to-face and online teaching and learning in higher education

P Ananga, IK Biney - MIER Journal of Educational Studies Trends and …, 2017 - mierjs.in
A comparison of face-to-face and online teaching and learning has been undertaken to
ascertain the focal point that would justify the best-preferred option as far as teaching and …

Design and evaluation of an augmented reality cyberphysical game for the development of empathic abilities

L López-Faican, J Jaen - International Journal of Human-Computer Studies, 2023 - Elsevier
Emotional deficits such as lack of empathy in children and adolescents are strong predictors
of develo** antisocial behavior, making inappropriate moral judgments, difficulties in …

Analyzing students' self-perception of success and learning effectiveness using gamification in an online cybersecurity course

S Ros, S Gonzalez, A Robles, LL Tobarra… - IEEE …, 2020 - ieeexplore.ieee.org
This paper analyzes students' self-perception of success and learning effectiveness after
using non-compulsory gamification in an online Cybcourse. For this purpose, we designed a …

[KNIHA][B] E-Learning: Theorien, Gestaltungsempfehlungen und Forschung

GD Rey - 2009 - eleed.campussource.de
E-Learning: Theorien, Gestaltungsempfehlungen und Forschung by Günter Daniel Rey from
the Julius Maximilian University Würzburg, Germany, is published by Verlag Hans Huber …

Experiential learning in management education

E Eckhaus, G Klein, J Kantor - Business, Management and Economics …, 2017 - ceeol.com
Management studies have been criticized for lagging behind the actual needs of
organizations, ignoring experiential dimensions. We address this issue by applying …

Design guidelines for classroom multiplayer presential games (CMPG)

M Villalta, I Gajardo, M Nussbaum, JJ Andreu… - Computers & …, 2011 - Elsevier
In a Classroom Multiplayer Presential Game (CMPG) peers interact collaboratively with the
virtual world and amongst themselves in a shared space. The design of this kind of game …