HEURISTIC USABILITY EVALUATION OF THE EDUCATIONAL GAME MATHCLIMBER
DOI:
https://doi.org/10.51891/rease.v12i11.31679Keywords:
Human-Computer Interaction, Heuristic Evaluation, Educational GameAbstract
This paper presents a heuristic usability evaluation of the MathClimber interface, a two-dimensional educational platform game developed in the Godot Engine, in which elementary and middle school students solve progressive math equations by collecting operands scattered across the level. It aims to identify interface problems that impose unnecessary cognitive load on learners and compromise the intended didactic transposition, within the context of the software's technical pre-validation. This is applied research with a qualitative and descriptive approach, in which three evaluators inspected the game's screens based on Nielsen's ten heuristics and classified the problems found using a five-level severity scale. The results reveal twelve usability problems, including two major problems (severity 3): the absence of a command to undo the improper collection of a number, and weak prevention of collection errors. In addition, eight minor problems (severity 2) and two cosmetic problems (severity 1) were found, with no catastrophic problems. Positive aspects include the fixed target equation at the top of the screen and the error screen that compares the goal with the player's answer. It is concluded that targeted refactoring of the interaction design is necessary for the interface to act as a transparent mediator of learning.
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Atribuição CC BY