Encyclopedia of Computer Graphics and Games

Living Edition
| Editors: Newton Lee

MEEGA+, Systematic Model to Evaluate Educational Games

  • Giani Petri
  • Christiane Gresse von Wangenheim
  • Adriano Ferreti Borgatto
Living reference work entry
DOI: https://doi.org/10.1007/978-3-319-08234-9_214-1

Synonyms

Definitions

MEEGA+ is a systematic model to analyze educational games (digital and nondigital ones) in order to evaluate their perceived quality from the students’ perspective in the context of computing education (Petri et al. 2016, 2017a).

Introduction

In the last years, games have also been used for different purposes than entertainment, being more and more used in educational contexts (Abt 2002; Connolly et al. 2012; Battistella and Gresse von Wangenheim 2016). Educational games are supposed to be an effective and efficient instructional strategy for teaching and learning in diverse knowledge areas such as mathematics, health, computing, and nutrition (Connolly et al. 2012; Calderón and Ruiz 2015). Especially in computing education, there is a vast variety of educational games to teach computing competencies mainly in higher education (Battistella and Gresse von Wangenheim 2016). The majority...

This is a preview of subscription content, log in to check access.

References

  1. Abeele, V.V., Nacke, L.E., Mekler, E.D., Johnson, D.: Design and preliminary validation of the player experience inventory. Symposium Computer-Human Interaction Play, pp. 335–341. Austin (2016)Google Scholar
  2. Abt, C.C.: Serious Games. University Press of America, Lanhan (2002)Google Scholar
  3. Backlund, P., Hendrix, M. (2013). Educational games - Are they worth the effort? A literature survey of the effectiveness of serious games. Proc. of the 5th Int. Conf. on Games and Virtual Worlds for Serious Applications, Poole, GB.Google Scholar
  4. Battistella, P.E., Gresse von Wangenheim, C.: Games for teaching computing in higher education – a systematic review. IEEE. Tech. Eng. Educ. 9(1), 8–30 (2016)Google Scholar
  5. Brockmyer, J.H., Fox, C.M., Curtiss, K.A., McBroom, E., Burkhart, K.M., Pidruzny, J.N.: The development of the game engagement questionnaire: a measure of engagement in video game-playing. Exp. Soc. Psy. 45(4), 624–634 (2009)CrossRefGoogle Scholar
  6. Brooke, J.: SUS-A quick and dirty usability scale. Usab. Eval. Ind. 189(194), 4–7 (1996)Google Scholar
  7. Calderón, A., Ruiz, M.: A systematic literature review on serious games evaluation: an application to software project management. Comp. Educ. 87, 396–422 (2015)CrossRefGoogle Scholar
  8. Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comp. Educ. 59(2), 661–686 (2012)CrossRefGoogle Scholar
  9. Davis, F.D.: Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Q. 13, 319–340 (1989)CrossRefGoogle Scholar
  10. Dawes, J.: Do data characteristics change according to the number of scale points used? An experiment using 5-point, 7-point and 10-point scales. J. Mark. Res. 50(1), 61–77 (2008)Google Scholar
  11. Denisova, A., Nordin, A.I., Cairns, P.: The convergence of player experience questionnaires. Symposium Computer-Human Interaction Play, pp. 33–37. Austin (2016)Google Scholar
  12. DeVellis, R.F.: Scale Development: Theory and Applications, 4th edn. SAGE, Thousand Oaks (2016)Google Scholar
  13. Fu, F., Su, R., Yu, S.: EGameFlow: a scale to measure learners’ enjoyment of e-learning games. Comp. Educ. 52(1), 101–112 (2009)CrossRefGoogle Scholar
  14. Gámez, E.H.: On the core elements of the experience of playing video games. Dissertation, UCL Interaction Centre, Department of Computer Science, London (2009)Google Scholar
  15. Keller, J.: Development and use of the ARCS model of motivational design. J. Instr. Dev. 10(3), 2–10 (1987)CrossRefGoogle Scholar
  16. Mohamed, H., Jaafar, A.: Development and potential analysis of heuristic evaluation for educational computer game (PHEG). Computer Science Convergence Information Technology, pp. 222–227. Seoul (2010)Google Scholar
  17. Norman, K.L.: GEQ (Game engagement/experience questionnaire): a review of two papers. Interact. Comput. 25(4), 278–283 (2013)CrossRefGoogle Scholar
  18. O’Brien, H.L., Toms, E.G.: The development and evaluation of a survey to measure user engagement. J. Am. Soc. Inf. Sci. Technol. 61(1), 50–69 (2010)CrossRefGoogle Scholar
  19. Omar, H.M., Jaafar, A.: Playability heuristics evaluation (PHE) approach for Malaysian educational games. Symposium Information Technology, pp. 1–7. Kuala Lumpur (2008)Google Scholar
  20. Petri, G., Gresse von Wangenheim, C.: How to evaluate educational games: a systematic literature review. J. Univ. Comp. Sci. 22(7), 992–1021 (2016)Google Scholar
  21. Petri, G., Gresse von Wangenheim, C.: How games for computing education are evaluated? A systematic literature review. Comp. Educ. 107, 68–90 (2017)CrossRefGoogle Scholar
  22. Petri, G., Gresse von Wangenheim, C., Borgatto, A.F.: MEEGA+: an evolution of a model of educational games. Tech Rep INCoD/GQS.03.2016.E. INCoD/INE/UFSC. http://www.incod.ufsc.br/wp-content/uploads/2016/07/Relatorio-Tecnico-INCoD_GQS_03_2016_Ev11.pdf (2016). Accessed 26 Oct 2017
  23. Petri, G., Gresse von Wangenheim, C., Borgatto, A.F.: Evolução de um Modelo de Avaliação de Jogos para o Ensino de Computação. CSBC/WEI, São Paulo (2017a) (in Portuguese)Google Scholar
  24. Petri, G., Gresse von Wangenheim, C., Borgatto, A.F.: A large-scale evaluation of a model for the evaluation of games for teaching software engineering. ICSE-SEET, pp. 180–189. Buenos Aires (2017b)Google Scholar
  25. Petri, G., Gresse von Wangenheim, C., Borgatto, A.F.: Design and evaluation of a model for the evaluation of games for computing education. Computing Education (2018) (submmited)Google Scholar
  26. Poels, K., Kort, Y.D., Ijsselsteijn, W.: It is always a lot of fun!: exploring dimensions of digital game experience using focus group methodology. Future Play, pp. 83–89. Toronto (2007)Google Scholar
  27. Savi, R., Gresse von Wangenheim, C., Borgatto, A.F.: A Model for the Evaluation of Educational Games for Teaching Software Engineering. SBES, São Paulo (2011) (in Portuguese)Google Scholar
  28. Sindre, G., Moody, D.: Evaluating the effectiveness of learning interventions: an information systems case study. Conference on Information System, Paper 80. Naples (2003)Google Scholar
  29. Sweetser, P., Wyeth, P.: GameFlow: a model for evaluating player enjoyment in games. Comput. Entertain. 3(3), 1–24 (2005)CrossRefGoogle Scholar
  30. Takatalo, J., Häkkinen, J., Kaistinen, J., Nyman, G.: Presence, involvement, and flow in digital games. In: Bernhaupt, R. (ed.) Evaluating User Experience in Games: Concepts and Methods, pp. 23–46. Springer, London (2010)CrossRefGoogle Scholar
  31. Trochim, W.M., Donnelly, J.P.: Research Methods Knowledge Base, 3rd edn. Atomic Dog Publishing, Mason (2008)Google Scholar
  32. Tullis, T., Albert, W.: Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics. Morgan Kaufmann, Amsterdam (2008)Google Scholar
  33. Wiebe, E.N., Lamb, A., Hardy, M., Sharek, D.: Measuring engagement in video game-based environments: investigation of the user engagement scale. Comput. Hum. Behav. 32, 123–132 (2014)CrossRefGoogle Scholar
  34. Wohlin, C., Runeson, P., Höst, M., Ohlsson, M.C., Regnell, B., Wesslén, A.: Experimentation in Software Engineering. Springer, Berlin/Heidelberg (2012)CrossRefMATHGoogle Scholar
  35. Yin, R.K.: Case Study Research and Applications: Design and Methods, 5th edn. Sage, Beverly Hills (2017)Google Scholar
  36. Zaibon, S.B.: User testing on game usability, mobility, playability, and learning content of mobile game-based learning. J. Tekn. 77(29), 131–139 (2015)Google Scholar
  37. Zaibon, S.B., Shiratuddin, N.: Heuristics evaluation strategy for mobile game-based learning. Wirless Mobile Ubiquitous Technologies in Education, pp. 127–131. Kaohsiung (2010)Google Scholar

Copyright information

© Springer International Publishing AG 2018

Authors and Affiliations

  • Giani Petri
    • 1
    • 2
  • Christiane Gresse von Wangenheim
    • 2
  • Adriano Ferreti Borgatto
    • 2
  1. 1.Federal University of Santa Maria (UFSM)Santa MariaBrazil
  2. 2.Department of Informatics and Statistics (INE)Federal University of Santa Catarina (UFSC)FlorianópolisBrazil