Heuristics evaluation of learning engagement based on psychological need fulfillment model
Juuti, Saila (2020)
Juuti, Saila
2020
Master's Degree Programme in Internet and Game Studies
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2020-05-15
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202004294459
https://urn.fi/URN:NBN:fi:tuni-202004294459
Tiivistelmä
This thesis both documented the process of creating the Learning Engagement Evaluation method for evaluating digital and physical learning solutions and presents a research for its additional validation. The creation of literature review on the topic describes the theoretical foundation of the method, and the thematic analysis of problems the teachers encountered while conducting the evaluations with the method provided further validation and insight to points of improvements.
The developed Learning Engagement Evaluation is a heuristic expert evaluation method using six basic needs suitable for UX design: autonomy, competence, relatedness, respect, stimulation and safety. These were adapted from the work of Hassenzahl and colleagues (2010). Need fulfilment has been applied to analysis of user experiences both in UX research and in games research and heuristic frameworks based on need fulfillment have been developed previously.
To further validate the research, 42 evaluations conducted by teachers to 14 learning solutions were analyzed to find misunderstandings and problems when applying the heuristics. The conclusions of the study are that some concepts need more explaining and preferable examples of applying them. In general, the method was found solid and well applicable.
The developed Learning Engagement Evaluation is a heuristic expert evaluation method using six basic needs suitable for UX design: autonomy, competence, relatedness, respect, stimulation and safety. These were adapted from the work of Hassenzahl and colleagues (2010). Need fulfilment has been applied to analysis of user experiences both in UX research and in games research and heuristic frameworks based on need fulfillment have been developed previously.
To further validate the research, 42 evaluations conducted by teachers to 14 learning solutions were analyzed to find misunderstandings and problems when applying the heuristics. The conclusions of the study are that some concepts need more explaining and preferable examples of applying them. In general, the method was found solid and well applicable.