Pre-Mega, A Proposed Framework for the Design and Evaluation of Preschoolers' Mobile Educational Games
1. Pre-MEGa: A proposed framework for the
design and evaluation of Preschoolers’
Mobile Educational Games
2. Positively affects attitude towards learning
Multimedia vs. books & flashcards
Interactive vs. non-interactive
Random access & parallel processing
Immediate Reward vs. long-term rewards
Low level of threat with failture
Challenge & competition excitement
Fantasy and stories emotional experience
Why Digital Learning Games?
3. Challenges
Educational games which compete with “real” non-
educational games
Keeping interest to repeat playing over a long time period
Requires big audio library as they cannot read
Testing with preschoolers
Opportunities
No complicated learning theories
No complicated game strategies and scoring
Not required to to master a large amount of learning
content, only some indirect learning
Designing Learning Games for
Preschoolers
13. The HECE Framework of Usability Heuristics for Child E-Learning
Applications
The Enali Framework for Pedagogical Agents
J.P.Hourcade’s chapter on Interaction design and children
“Playability Heuristics for Mobile Games “
“Heuristic evaluation for games: usability principles for video game design. “
“Designing and testing mobile interfaces for children. “
“Design Principles of Educational Virtual Worlds for Preschool Children”
“A comparison of the mouse and touch screen for children's use of computers.
“
“The role of usability research in designing children's computer products”
“Conducting game user experience research with preschoolers.”
“Games, motivation, and learning: A research and practice model.”
“Gender differences in children's creative game play.”
childrennow.org: The effects of interactive media on preschoolers' learning.
Smashingmagazine.com: A Dad’s Plea To Developers Of iPad Apps For
Children
Other Research & Resources
14. Screen Design
Navigation & Control
Ease of Use
Responsiveness
Game Design
Learning Potential
Instructions
Feedback
Difficulty Level
Content Delivery &
Presentation
Pedagogical Agent
Customization
Security
Accessibility
Value
Proposed Framework: Pre-MEGa
• Guidelines/Heuristics for design and
evaluation of Preschoolers’ Mobile
Educational Games
•15 categories with sub-categories:
17. Screen Design
Menus
Clear picture menus without
text
Consistent design
Layout efficient and visually
pleasing
Similar learning objects are
organized in a similar style
19. Screen Design
Mobile & Touch Screen Specifics
Cautious Response with tilt functionality
No buttons near screen edges
Simplified screens, adaptable to
different sizes
Using device interface and game
interface for their own purposes
Consistent control keys following
standard conventions
Interruptions are handled reasonably
Accomodation to surroundings
Sessions can be started quickly
20. Navigation & Control
Simple one layer menus with direct
access
Consistent, logical and minimalist
controls
Help Kids know where they are
Remember things already discussed
Choices to select strategies (even if
instructionally irrelevant)
Control over rate and order of display
Clear exits from all sub-games
Main menu accessible everywhere
No irreversible errors
21. Ease of Use
Require age-appropriate
skills only
Bigger areas for selecting,
dragging and tracing
Enable independent use
after first use
Consistent responses to
user actions
22. Responsiveness
Short, interruptible routines
and animations
Let kids accidentally•
succeed in the first 30
seconds
Quick, clear response to
touch and no stagnation
23. Game Design
Game Type and Scope
Combine simple exploratory non-
goal-oriented games with more
sophisticated goal-oriented
games
Support different playing styles
Offer a chance for creativity and
self-expression
Include collaboration options
24. Game Design
Game Story
Supports game play and is
encouraging.
Offers a social experience
Fosters imagination
Provides positive role models
and messages
25. Game Design
Challenge Elements
Set a clear, fun goal which quick
subgoals
Clear, fun and physically age-appropriate
actions to reach the goals
Balance challenge, strategy and pace
No repetitive or boring tasks
Visible reminder of progress
Offer some uncertain outcomes
Convenient, flexible, game controls
Support player-created goals
Option to compare results
No loss of any hard-owned possessions
26. Learning Potential
Offer sufficient amount of content
Provide deeper, applicable learning
Make connections to authentic uses of
learned content
Include sels-assessments to advance
child achievement
Report advances of child
Embed teacher/parent options
27. Instructions
Age-appropriate, easy to understand and
remember
Supportive rather than distracting
Using clear-speech
Integrated in the context of the problem
28. Feedback
Frequent, variable, age-appropriate, context-
related
Employs meaningful graphics and/or sound
Descriptive, non-evaluative
Positive:
Motivational
Attractive, fun, humourful
Negative:
Let children know if they made a mistake
Offer helpful hints to correct actions
29. Difficulty Level
Activities resembling adults' which look "difficult“
Include suspense and "danger" without leading to
fear or frustration
Offer different levels of difficulty and/or
expandable complexity
Do not underestimate or talk down to kids
30. Content Delivery & Presentation
Use a theme meaningful to children
Embed in fantasy contexts
Based on real-life experiences and
related to socio-cultural context
Support with high quality graphics,
audio and visual effects
No graphics detracting from
educational intention
Use music and songs
Use cartoon characters which are like
the child, interesting to him or from his
own culture
Multimedia elements assist and are
consistent with the learning process
31. Content Delivery & Presentation
Introduce concepts through many entry points
Divide information into smaller chunks
Use verbal rehearsal to foster memorization
Illustrate abstract concepts with concrete
examples
Use novel ideas and techniques for learning
Stimulate further inquiry
Vary activities during learning sessions to avoid
boredom
Use "Surprises" and employ random generation
techniques
Use humor, paradoxes and interesting stories.
Give kids unusual or exaggerated powers
32. Pedagogical Agent
Characteristics
Attractive
Free of gender or ethnic bias
Establishes credibility and
trustworthiness
Establishes a role and relationship to
user/task
Polite and positive
Expressive
Context-appropriate visual
representation
33. Pedagogical Agent
Interaction
Responsive and reactive to help requests
Redundant
Asks for feedback
Balances on-and off-task communication
Message
Appropriate to receivers abilities, experiences and
frame of reference
Verbal matching non-verbal message
Clearly owned by agent
Complete and specific
Describe feelings by name, action or figure of speech
34. Customization
Possibility of personalizing experience
through own voice or avatar
Adapting difficulty level to progress
Makes experience adaptable to gender
or gender-neutral
Adjustable sound which can be toggled
Availability in different languages
Saving child's creations
Customized, individualized feedback
Offers choice of scope, themes or
playing styles.
35. Security
Ensures privacy of personal
information
Free from ethnic bias, violence,
scariness, inappropriate
language or behavior
Free from inappropriate ads, ads
which detract from content, or
that lead to accidental purchases
Includes parental control options
36. Accessibility
Can be used on a variety of devices
Available in different languages and
countries.
Value
Over-delivers and
undersells.
37. Using for Design
Define your design priorities (we
suggest using the PLU model,
with redefining U for usability)
Define your user-specific design
requirements
Use the above to prioritize and
translate framework heuristics
into concrete design
requirements.
Start with the highest priority
requirements within the time
constraints, add additional
features in further updates.
38. Using for Evaluation
Setting priorities for the different categories of
heuristics in the framework (the PLU-E model
can be used here)
Assigning weights to categories according to
priorities
Checking which requirements are met and
getting a rating for each category
Adding ratings of categories using the
assigned weights to get an overall rating of the
product.
For comparing different products, the same
weights should be used.