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Pre-MEGa: A proposed framework for the
design and evaluation of Preschoolers’
Mobile Educational Games
 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?
 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
Mobile Use by Preschoolers
SEEM
Dust or Magic’s CIMEI
Yogiplay’s Yogimeter
Common Sense Media Rating
The Preschoolers' Likeability Framework
Malone’s Heuristics
Prensky’s Digital Games-Based
Learning
Evaluating Children’s Interactive
Products
 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
 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:
Proposed Framework: Pre-MEGa
Proposed Framework: Pre-MEGa
Screen Design
Menus
Clear picture menus without
text
 Consistent design
 Layout efficient and visually
pleasing
 Similar learning objects are
organized in a similar style
Screen Design
Icons
 Visually meaningful
 Large, easy to select
No phantom icons
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
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
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
Responsiveness
 Short, interruptible routines
and animations
 Let kids accidentally•
succeed in the first 30
seconds
 Quick, clear response to
touch and no stagnation
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
Game Design
Game Story
 Supports game play and is
encouraging.
 Offers a social experience
 Fosters imagination
 Provides positive role models
and messages
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
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
Instructions
 Age-appropriate, easy to understand and
remember
 Supportive rather than distracting
 Using clear-speech
 Integrated in the context of the problem
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
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
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
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
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
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
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.
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
Accessibility
 Can be used on a variety of devices
 Available in different languages and
countries.
Value
 Over-delivers and
undersells.
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.
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.
Pre-Mega, A Proposed Framework for the Design and Evaluation of Preschoolers' Mobile Educational Games

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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
  • 4. Mobile Use by 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
  • 18. Screen Design Icons  Visually meaningful  Large, easy to select No phantom icons
  • 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.