SUS-GSLA:a New Assessment Tool for Evaluating the Gamified SLA System Design
SUS-GSLA:a New Assessment Tool for Evaluating the Gamified SLA System Design
웨이나(동서대학교); 장주영(동서대학교)
40권 2호, 241~254쪽
초록
The gamified e-learning system for Second Language Acquisition emerge a significant development in recent years, which require a growing need for improve the existing assessment tool on considering the specific features of language learning and gamification. In this landscape, using integrative literature review method, we look for a novel and comprehensive evaluation framework based on the original design evaluation system. Our new framework SUS-GSLA is composed of 14 evaluation indexes and 24 specific criteria for assessing and measuring user's general perceived usability, educational usability for SLA and gamification usability. Through the collection and analysis of data in related literature, it is integrated into an efficient and unified comprehensive evaluation system, conducing multi-faceted investigations on the gamified e-learning system for SLA, enabling all stakeholders such as developers, designers, instructors and users to benefit from it.
Abstract
The gamified e-learning system for Second Language Acquisition emerge a significant development in recent years, which require a growing need for improve the existing assessment tool on considering the specific features of language learning and gamification. In this landscape, using integrative literature review method, we look for a novel and comprehensive evaluation framework based on the original design evaluation system. Our new framework SUS-GSLA is composed of 14 evaluation indexes and 24 specific criteria for assessing and measuring user's general perceived usability, educational usability for SLA and gamification usability. Through the collection and analysis of data in related literature, it is integrated into an efficient and unified comprehensive evaluation system, conducing multi-faceted investigations on the gamified e-learning system for SLA, enabling all stakeholders such as developers, designers, instructors and users to benefit from it.
- 발행기관:
- 한국전시산업융합연구원
- 분류:
- 학제간연구