A Case Study on Design Factors Influencing Elementary School Students' Flow to Educational Games
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Lower grade children begin to use educational game content on their own, without being familiar with the computer and gaming environment. Lower grade children are not familiar with the computer and gaming environment unlike upper grades, adolescents, and adults. A special UX design is needed to consider the cognitive and perceptual traits of the age. The purpose of this study is to analyze the factors of design side affecting the flow of educational games for lower grade students. As an analysis example, EBSmath educational game was selected. After reviewing the literature and summarizing the design-related variables that influence the flow in the media use process, in-depth interviews were conducted using the game directly. As a result of the study, the design factors affecting the user's flow are the learning achievement, attractiveness (indirect experience, sight, hearing, feeling of operation) and interactivity. Appropriate design is needed based on specific research on children's experiences, knowledge, understanding and preferences. The study has a practical meaning that can be used as a very specific design guide by collecting direct responses, expressions, and improvement requirements of immature users.
Abstract
Lower grade children begin to use educational game content on their own, without being familiar with the computer and gaming environment. Lower grade children are not familiar with the computer and gaming environment unlike upper grades, adolescents, and adults. A special UX design is needed to consider the cognitive and perceptual traits of the age. The purpose of this study is to analyze the factors of design side affecting the flow of educational games for lower grade students. As an analysis example, EBSmath educational game was selected. After reviewing the literature and summarizing the design-related variables that influence the flow in the media use process, in-depth interviews were conducted using the game directly. As a result of the study, the design factors affecting the user's flow are the learning achievement, attractiveness (indirect experience, sight, hearing, feeling of operation) and interactivity. Appropriate design is needed based on specific research on children's experiences, knowledge, understanding and preferences. The study has a practical meaning that can be used as a very specific design guide by collecting direct responses, expressions, and improvement requirements of immature users.
참고문헌 (14)
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