A Comparative Analysis of User Experience and Educational Outcomes in Math Memory Games

This research explores multiple varieties of effective and child-friendly learning approaches for mathematics and memorization among young children in today's increasingly digital age considering their specific developmental needs. This type of approach includes in-person teaching, engaging online videos, interactive textbooks, and innovative educational games. This research employs a detailed comparative analysis, considering both ‘User Experience’ and measurable learning outcome factors, and spans a range of age groups from preschoolers to elementary school children. Through highlighting the strengths and weaknesses of each method, this research aims to inspire the adoption of efficient, child-centric, and novel teaching techniques by educators and institutions, thereby advancing the quality of education in Indonesia. The results show that using serious game in education presents high usefulness score alongside positive user experience, suggesting its viability for educational purposes.

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Publication Details

Published
2024-11-19
DOI
https://doi.org/10.1109/cenim64038.2024.10882690
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

A Comparative Analysis of User Experience and Educational Outcomes in Math Memory Games

Francisco Maruli Panggabean, Joyce Fung, Nicholas Flores Martin, Eric Savero Hermawan et al.
Educational Games and Gamification
article

A Comparative Analysis of User Experience and Educational Outcomes in Math Memory Games

Francisco Maruli Panggabean, Joyce Fung, Nicholas Flores Martin, Eric Savero Hermawan, Raffel Nathanael, Doni Jeriyanto
article en

Abstract

This research explores multiple varieties of effective and child-friendly learning approaches for mathematics and memorization among young children in today's increasingly digital age considering their specific developmental needs. This type of approach includes in-person teaching, engaging online videos, interactive textbooks, and innovative educational games. This research employs a detailed comparative analysis, considering both ‘User Experience’ and measurable learning outcome factors, and spans a range of age groups from preschoolers to elementary school children. Through highlighting the strengths and weaknesses of each method, this research aims to inspire the adoption of efficient, child-centric, and novel teaching techniques by educators and institutions, thereby advancing the quality of education in Indonesia. The results show that using serious game in education presents high usefulness score alongside positive user experience, suggesting its viability for educational purposes.

Binus University (ID)
Quality Education
Openalex Percentile: Top 66%
Educational Games and Gamification
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A Comparative Analysis of User Experience and Educational Outcomes in Math Memory Games — Francisco Maruli Panggabean, Joyce Fung, et al. · (2024) | TGRS Research Map | TGRS