USING HEURISTICS TO EVALUATE USER EXPERIENCE IN EDUCATIONAL VIDEO GAMES
Enkelejdë BYTYÇI, Yllka BAHTIRI, Shpend ISMAILI, Florim IDRIZI, Vjollca SHEMSHI
Abstract
Educational video games have gained popularity in recent years as a means of enhancing student learning outcomes. In video games, the scene of a concrete context is designed in which certain problems are solved and it gives the player, in our case the student, the opportunity to make decisions, research, create and be interactive. One promising approach is the use of heuristics, which are cognitive strategies that individuals use to solve problems and make decisions. This paper aims to investigate the impact of heuristics on learning outcomes in educational video games. This paper reviews the literature on heuristics in education and video games, exploring the different types of heuristics that can be used and their effectiveness. Additionally, the potential drawbacks of using heuristics in educational video games are discussed, and suggestions for further research are made. The study employs a mixed-methods approach to gather data and assess the effectiveness of heuristics in educational video games. The findings of this research will contribute to the understanding of how heuristics can be used to improve student learning outcomes in educational video games
Pages:
225 - 233