Information Systems International Conference (ISICO), 2 – 4 December 2013
Copyright © 2013 ISICO
Evaluating Educational Mobile Games for School Children
Sarmad Soomro, Wan Fatimah Wan Ahmad, Suziah Sulaiman
Sarmad Soomro, Wan Fatimah Wan Ahmad, Suziah Sulaiman
Department of Computer and Information Sciences, Universiti Teknologi PETRONAS
Keywords:
Mobile Games
Pedagogical
Playability
Learning
Evaluation
ABSTRACT
Computer and mobile games are being used as a tool to increase students’
productivity and efficiency. It is necessary that educational games should be
in balance with the elements of game and knowledge. However, it is not clear
what features in these two elements that should be in place to produce an
effective and efficient educational game. To address this, a study was
conducted to evaluate four android mobile games based on different
educational subjects. The target group of this study was school children age
ranging from 7-12 years. A questionnaire was formulated based on heuristics
for educational computer games. 58 participants participated in this study.
The study results reveal that educational mobile games have potential to
improve students’ productivity. Even though knowledge and fun features
should have a proportionate balanced, the game should not drop the essence
of fun and entertainment. This study also suggests a framework for
developing educational games should be created in the future.
Copyright © 2013 Information Systems International Conference.
All rights reserved.
Corresponding Author:
Sarmad Soomro,
Department of Computer & Information Sciences,
Universiti Teknologi PETRONAS,
Bandar Seri Iskandar 31750 Tronoh, Perak Darul Ridzuan, Malaysia.
Email: sarmad.iu@gmail.com
1. INTRODUCTION
Video game industry is growing very fast with an increasing demand of casual and serious games.
Casual games provide fun, entertainment, and enjoyment whereas serious games are developed for education,
training and research [1]. The use of serious games in learning environment has gained higher interest among
schools, communities, and offices. Serious games deliver an approach of experimental learning, where
knowledge results from interaction and feedback, are entertaining [2]. With the experimental learning
approach, video games are playing an important role in modeling new learning techniques for children.
In schools, video games are used as a tool for children to increase the productivity, efficiency and to
deliver knowledge in an interactive way. Not only schools but colleges and universities have also adapted
serious games to train students in major subjects like “City Planning”, “Business Management”,
“Aeronautical”, “Electrical” and “Computer Engineering” [2]. Game based learning addresses the methods of
traditional learning more effectively. Incorporating educational elements in games are engaging students
towards expressive learning than traditional learning tactics [3][4]. It is reviewed from literature that
educational games provide sufficient knowledge to involve in discovering knowledge, while at the same time
it helps in improving skills [5].
In the last decade, Educational Computer Games (ECG) became very popular in classrooms, and
commonly used to improve the skills of students in an effective manner [6]. Currently, mobile phone
technologies are advancing and replacing computers in educational institutes by having the advantage of the
mobility features. It is claimed by [7][8], that the mobile phone technologies can be an effective tool for
students in this era, where there are possibilities of motivating probable and conceivable learning advances of
games played on mobile phones [1].
Considering the importance of games in the classroom, it is necessary to ensure that the design and
integration of pedagogical elements are in suitable order to develop an effective education game. It is also
suggested that the fun and pedagogical elements should be well-ordered and balanced for producing good
quality educational games [6].