A Child-Centred Design Evaluation of a Learning Game to Improve Children’s Legal Capability

Children lack awareness and understanding of their rights and the law. There is a need to address this gap and empower children to become advocates for their rights when they encounter law-related issues. A promising approach to achieving this is through the use of games. In particular, games focused on learning have evolved into novel tools that can raise awareness as well as help children acquire essential skills. In this paper, we present a child-centred design approach to evaluating the initial version of a learning game designed to help children across a wide age range (3-15 years) and with diverse characteristics, improve their legal knowledge, skills, and confidence. This study supports the integral role and value of child participation in testing the usability of a law-based learning game and shaping its design. A mixed methods approach, grounded in user-centred principles, was employed to assess the first prototype (P1) of the game. 45 children from various schools and early years settings in South Yorkshire and the Midlands, UK were involved. This included children from: 1) advisory groups, 2) case study groups, and 3) game development groups, with an age range of 4 to 16 years old. School staff were also invited to give their feedback. Quantitative and qualitative data were gathered through questionnaires, and field note observations, and analyses were conducted through both thematic analysis and non-parametric statistical methods. We found the game was received positively overall, but further development was needed to make it accessible and engaging, especially for the youngest participants. Importantly, participants of diverse ages and characteristics shared valuable insights into enhancements to make the game more intuitive, interactive, and enjoyable, and these findings informed the development of the beta version of the game.

Authors

Institutions

Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2694
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
1.05
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

A Child-Centred Design Evaluation of a Learning Game to Improve Children’s Legal Capability

Ann George, Clare Wood, C. Mills, Dawn Watkins et al.
1 citations
European Conference on Games Based Learning
Educational Games and Gamification
1.05
article

A Child-Centred Design Evaluation of a Learning Game to Improve Children’s Legal Capability

Ann George, Clare Wood, C. Mills, Dawn Watkins, Dimitra Magkafa, Suzannah Hemsley
article en
1 citations

Abstract

Children lack awareness and understanding of their rights and the law. There is a need to address this gap and empower children to become advocates for their rights when they encounter law-related issues. A promising approach to achieving this is through the use of games. In particular, games focused on learning have evolved into novel tools that can raise awareness as well as help children acquire essential skills. In this paper, we present a child-centred design approach to evaluating the initial version of a learning game designed to help children across a wide age range (3-15 years) and with diverse characteristics, improve their legal knowledge, skills, and confidence. This study supports the integral role and value of child participation in testing the usability of a law-based learning game and shaping its design. A mixed methods approach, grounded in user-centred principles, was employed to assess the first prototype (P1) of the game. 45 children from various schools and early years settings in South Yorkshire and the Midlands, UK were involved. This included children from: 1) advisory groups, 2) case study groups, and 3) game development groups, with an age range of 4 to 16 years old. School staff were also invited to give their feedback. Quantitative and qualitative data were gathered through questionnaires, and field note observations, and analyses were conducted through both thematic analysis and non-parametric statistical methods. We found the game was received positively overall, but further development was needed to make it accessible and engaging, especially for the youngest participants. Importantly, participants of diverse ages and characteristics shared valuable insights into enhancements to make the game more intuitive, interactive, and enjoyable, and these findings informed the development of the beta version of the game.

European Conference on Games Based LearningVol. 18(1)
Nottingham Trent University (GB), University of Sheffield (GB)
Peace, Justice and strong institutions
Openalex Percentile: Top 24%
Educational Games and Gamification
1.05
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.