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ICT in EducationICT in Education
Usability and Educational Review on Body PingPong and GameBlocks
Corne Kruger and Antonet Bekker
AgendaAgenda
Why was this study done? What are usability and educational evaluations? How were the studies done? Results for Body PingPong:
– Usability– Educational
Results for GameBlocks– Usability– Educational
Conclusion
Why was this study done?Why was this study done?
Why the models were createdWhy the models were created
To stimulate interest amongst children for ICT and Science
To encourage children to be more physically active
Teach children that there are different ways to interact with a computer (not only mouse, keyboard and monitor)
Why TDS was involvedWhy TDS was involved
To study if these models were:
1. usable for the children
and
2. if it had any educational value.
What are usability and What are usability and educational evaluations?educational evaluations?
Usability evaluationUsability evaluation
Definition of usability
“ISO 9241-11:ISO 9241-11: the extent to which a product can
be used by specified users to achieve
specified goals with effectiveness, efficiency
and satisfaction in a specified context of
use.”
Intuitiveness !!
Usability evaluationUsability evaluation
Context of use for the product is determined
Participants are recruited
Environment and tasks to represent real-life scenario
Testing session is recorded and analysed
Ideal usability testing Users and tasks
determined. Environment unsure
No control over participants
No real-life scenarios to use as benchmark
Testing session is recorded and analysed
Meraka usability testing
Educational evaluationEducational evaluation
New skills and knowledge to learn Learn by playing and exploring Pre-defined educational goals How the children will be exposed – the
process Could the child achieve the skills and
learning
How were the studies done?How were the studies done?
Usability and EducationalUsability and EducationalModels were presented at 2 Science Fairs
(Pretoria and Grahamstown)Children (at random) attend these sessionsBriefing session and demoChildren play on the modelPlay was video recorded and notes made by
testers. Interviews and questions to childrenAnalysis Reporting
Results for Body PingPongResults for Body PingPong
UsabilityUsability
Overall design was not intuitive – children could not figure out what the game was about
1. Effectiveness
UsabilityUsability
Hand-held controls:– Design: orientation confusing and uncomfortable
to handle– Functionality:
• Poor learnability, not intuitive• Positions of the 5 sensors did not correspond with
movement of paddle• Space between sensors• Move magnet in opposite than desired direction• No consistency in paddle movement (glide vs. jump)
1. Effectiveness
A B C D E
UsabilityUsability
5 min to get basic understanding – mainly because of coaching, not intuitiveness
Errors still made up to last group (e.g. move paddle in wrong direction)
No of errors reduced with every round – learnt from mistakes made in previous rounds and coaching
2. Efficiency
UsabilityUsability
Positive:– Excitement from players and audience– New challenging experience
Negative:– No “game-over” status– No consistency between look of design
and how game reacts
3. Satisfaction
UsabilityUsability
Frame more sturdyController:
– Reduce length– One continuous sensor area– “Attach” magnet to plate– “L” and “R” symbols to:
• Know in which direction to move magnet• Know which side of plate faces forward
Recommendations
L R
EducationalEducational
1. Educational outcome to achieveThe child must be able to : manipulate the movement of the paddle
with the controller use the magnet to choose five different
positions of the paddle manoeuvre the ball to hit the target Looking at the floor while playing Body
PingPong instead of looking vertically at a PC-screen
EducationalEducational
2. Process Minimum explanation Game will be active - children can hear the
sounds, reaction of the paddles
EducationalEducational
2. Process (continue) Moving the magnet over the sensors - realizing that
paddle reacts and that he can manipulate the paddle
Moving the magnet over the plate to move the paddle into 5 various positions
Controlling the ball with the controller and manage to hit the target in the middle of the screen - colour of the target changes , score increase
Playing the game on the floor and looking down for the whole duration of the game
EducationalEducational
3.1 Educational outcome (Manipulate the paddle)
Struggled to discover how to manipulate the movement of the paddle
On request – could move the paddle into a specific position
Able to watch the ball and then decide which direction the paddle must move to
Some children chose wrong direction
EducationalEducational
3.2 Educational outcome (Choose five different positions )
Difference between sensors unclear Middle sensor – place paddle in middle of
screen Two buttons on the left – move paddle to left Two buttons on the right - move paddle to
right One boy said - difference is that paddle
moves at different speeds
EducationalEducational
3.3 Educational outcome
(manoeuvre the ball to hit target) Took a while for the children to figure out
the function of the target Realised the colour change of the target
EducationalEducational
3.4 Educational outcome
(Playing the game on the floor) No difficulty to look at the floor Some struggled to hold the plate One girl held the plate like a guitar
EducationalEducational
4. Conclusion
The children could successfully achieve : The handling of the plate together with the magnet Manage to hit the target in the middle of the screen Looking down to the game – don’t know about the
comfort
The children could not achieve: Positioning the paddle in five different positions
EducationalEducational
5. Recommendations One person must be able to play on his own Two persons to compete - positioned opposite each other Four persons playing as two teams Four persons playing as four individuals No closure of a game - time-out or certain amount of balls Initial idea – use arms and elbows - in line with main objective
to get the children more physical The ball must be a round shape Sides look the same e.g. a frame around the screen and on
each side the scores are displayed so that it is legible from any direction.
Results for GameBlocksResults for GameBlocks
UsabilityUsability
Overall design was not intuitive – children could not figure out what the game was about.
Symbols were not intuitive Could not understand correlation between
direction of symbol and direction robot moves Robot did not always act as expected
1. Effectiveness
UsabilityUsability
First child: 15 min to learn game and complete the task.
Most time was spent on learning and making errors
Second and third group took 6 minutes to complete task – due to learning from first child.
A lot of coaching from facilitator
2. Efficiency
UsabilityUsability
Positive:– Enjoyed the challenge – Enjoyed controlling a robot
Negative:– Could not hear what robot said– Cubes too big– Robot must move in direction of arrow, not relative
to current position– Robot movement not visible enough
3. Satisfaction
UsabilityUsability
More descriptive and less abstract
Recommendations - Symbols
Forward Back Right LeftForwardForwardForward BackBackBack RightRightRight LeftLeftLeft
UsabilityUsability
Show bottom, top, front and side of cube clearlyOlder children: smaller cubes
Recommendations - Cubes
ForwardForwardForward
EducationalEducational
1. Educational outcome to achieve Main idea - teach the learners the basics of programming
– identify the instructions– write down (pseudo code)– translate into programming language– execute the steps (results)
The child must be able to : – put valid instructions in a specific sequence– translate the written instructions into the symbols on the
cubes– place the cubes in the correct position on the correct tray– understand how the cubes communicate with the robot
EducationalEducational
2. Process Selecting instructions from the wall - put it in
sequential order Choosing a cube that simulates the correct
command Positioning of the cubes in the correct position on
the correct tray Asking questions, challenge them - need to
discover that the cubes communicate with the robot via infrared
EducationalEducational
3.1 Educational outcome
(put instructions in specific sequence)
Without exception the children were able to order the instructions
EducationalEducational
3.2 Educational outcome (translate instructions into the symbols on
the cubes ) Without any information - children were not sure what to do First boy - fiddling with the grid and wires. Didn’t even look at
the cubes Instructions were confusing – positioning Instructor had to explain in detail to the children how the
positioning works By the end of the session - children were able to interpret the
positioning correctly By end of the session – were able to translate the written
instructions into the symbols on the cubes
EducationalEducational
3.3 Educational outcome (place the cubes in correct position, correct tray)
First child did not realize specific sequence for the cubes
He randomly wanted to place the cubes on the tray. After explanation - children were able to correctly
place the cubes in correct position on the trays.
EducationalEducational
3.3 Educational outcome (communication between cubes and robot)
Children mentioned different ways of communication: magnetic communication , antennas , receivers , radio waves , lasers , electricity and impulse waves
Could understand that it is wireless With guidance understood that it is infrared
EducationalEducational
4. Conclusion
The children could successfully achieve : ordering of the instructions sequentially. interpretation of the symbols on the cubes and the relation to
the written commands
The children could partially achieve: Correct positioning of the cubes and to put it on the trays in
the correct sequence With guidance and explanations they were able to identify the
communication between the cubes and the robot
EducationalEducational
5. Recommendations Jackie must talk more clearly. Jackie must not be able to time out automatically. The instructions on the cubes must be more clear
and understandable. The sensors inside the cubes were loose. Need to
fasten it in a better way or even maybe redesign it.
ConclusionConclusion
No frame of reference or past experiences:– Negative: uncertainty and prolonged learning process – Positive: excitement for players and audience
The facilitators played too big a role in assisting the participants to learn the games
The learning therefore did not take place as a result of self confident exploration or the intuitiveness of the designs.
The children had to spend too much time listing to instructions and learning, rather than playing and having fun
The lessons learnt during this first cycle of development were of great value, and should be implemented in future development cycles.