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Let's Play! or Don't? The Impact of UX and Usability on the Adoption of a Game-based Student Response System

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Rodrigues, Myrian ; Nery, Barbara ; Castro, Miguel ; Klisman, Victor ; Duarte, Jose Carlos ; Gadelha, Bruno ; Conte, Tayana ; Cukurova, M ; Rummel, N ; Gillet, D ; McLaren, B ; Uhomoibhi, J
Total Authors: 12
Document type: Journal article
Source: CSEDU: PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED EDUCATION - VOL 1; v. N/A, p. 8-pg., 2022-01-01.
Abstract

Remote teaching emerged as an alternative to face-to-face classes during the COVID-19 pandemic. In this scenario, teachers adopt formative assessments through different approaches. One of these approaches is Game-based Student Response Systems (GSRS). Kahoot! is a prominent GSRS widely adopted in the educational context. Previous studies investigated the effects and use of Kahoot! by students. Still, none of them reports the teachers' perception of its Usability and User Experience (UX), attributes that influence the tool's adoption. This paper presents the usability and UX evaluation of Kahoot! from the point of view of teachers and students. To comparatively visualize the difference in the experience of the two profiles of platform users, we included five students and five teachers in the study. The evaluation results showed that teachers were more dissatisfied, although the positive and negative emotions were similar for the two profiles. We then conducted interviews with the teachers to understand the motives behind their dissatisfaction. The interviews helped us determine which aspects related to usability and UX teachers perceived as critical during the use of Kahoot!. (AU)

FAPESP's process: 20/05191-2 - INDEXAR: Individualization of user experience for remote learning tools
Grantee:Tayana Uchôa Conte
Support Opportunities: Regular Research Grants