Design and Evaluation of a Companion Mobile Application for an Educational Card Game

  • Bosco Borges UFC
  • Rubens A. S. Silva UFC
  • Joseane O. V. Paiva UFC
  • Bruno S. Aragão UFC
  • Ismayle S. Santos UFC
  • Rossana M. C. Andrade UFC

Abstract


Educational games can provide rich experiences in learning and socialization through different interaction paradigms such as board games, card games, and, more recently, hybrid games (physical-digital). This work aims to report the process of hybridization of a card game focused on teaching software testing concepts, through the insertion of a mobile application for game management. Our work also evaluates the impact of inserting a digital application in this game from the players' perspective. The application features a point counter, a dice rolling simulator, a timer, and a rules summary. The process for the game's user interface development focused on preventing that the added digital component compromised the learning process and the social experience. For the evaluation, we applied the game with Computer Engineering undergraduate students. They were asked to give their opinion on the application and its addition to the game. Results revealed that the application use provided benefits to the player's experience and also some opportunities for improvements that can be implemented in future versions.

Keywords: Hybrid games, Educational games, Board games, Software testing teaching, UX evaluation

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Published
2019-09-30
BORGES, Bosco; SILVA, Rubens A. S.; PAIVA, Joseane O. V.; ARAGÃO, Bruno S.; SANTOS, Ismayle S.; ANDRADE, Rossana M. C.. Design and Evaluation of a Companion Mobile Application for an Educational Card Game. In: WORKSHOP ON INTERACTION AND USER RESEARCH IN GAME DEVELOPMENT (WIPLAY), 1. , 2019, Vitória. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2019 . p. 21-30. DOI: https://doi.org/10.5753/wiplay.2019.7836.