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the description of tasks and material proposed for the experiments; (4) results ,that
is, the description of significant results. This choice is the same we use to structure
this section.
2.1
Experiment Goals
The overall goal was to examine whether the sequence of tasks in Table 1 and, more
in general, the navigation of the learner GUI were usable for the intended age range.
In particular, we also tried investigating the user experience with the learner GUI,
more precisely, with:
1. the avatars, and its role in the learner GUI,
2. the stories, whether appealing or not for the learners,
3. the cards of characters, whether interesting or not,
4. the smart games, whether playful or too difficult,
5. the relaxing games, whether sufficiently appealing.
The focus was on identifying areas whether and which improvements should be
made prior to the large scale evaluation.
In Italy, it was possible to run several sessions and, by incrementally and itera-
tively improving on the learner GUI prototype, it was eventually possible to gather
also quantitative data where sufficient technical facilities, like a stable wireless, were
available.
Ta b l e 1 Usability evaluation tasks
Ta s k o r d e r
Task description
1
accessing the system via the login page
2
choosing an avatar
3
choosing a book
4
choosing a story in the spatial map of the topic
5
browsing and reading the cards of characters
6
browsing and reading a story
7
browsing and playing with smart games
8
browsing and playing with relaxing games
2.2
Experiment Participants
The evaluation in Italy counted
57
learner participants, out of which
16
are deaf, all
aged
7
-
12
, and from different locations from the North and the Centre of Italy:
Centre of Italy: the summer school of the National Laboratories of Gran Sasso
(LNGS), nearby l'Aquila; the summer school of Sacro Cuore in Avezzano;
 
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