Usability Evaluation of a Board Game for Learning Robotics of Care

Gamification and game-based learning provide the opportunity to acquire knowledge and skills on a given subject in a practical and interactive way. They are an innovative teaching methodology that could be used for competence acquisition in a variety of fields. This study focuses on two domains: technology (including robotics) and care. This study evaluates the usability of RobotCareMaker®, a board game designed to teach care robotics, a branch of robotics oriented towards the study of human care. RobotCareMaker® consists of 106 elements. The playing cards are the engine of the game and the element of interaction between players. A convenience sample was selected. Usability was evaluated by the System Usability Scale (SUS) questionnaire modified for the game, and three questions about the game experience were used. Using a modified SUS questionnaire, 21 participants rated it with an excellent score of 80.36. Over 90% found the instructions clear and error-free. RobotCareMaker® allows teachers, professionals, and nursing students to integrate curricular competencies in novel topics such as care robotics. The result suggests that RobotCareMaker® enhances learning in assistive robotics, improving competencies in education and healthcare.

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Publication Details

Journal
Education Sciences
Published
2025-04-13
DOI
https://doi.org/10.3390/educsci15040484
Citations
1
Primary Topic
Stroke Rehabilitation and Recovery
Type
article
Field-Weighted Citation Impact
1.03
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article

Usability Evaluation of a Board Game for Learning Robotics of Care

Alexandra González Aguña, Blanca Gonzalo de Diego, Lourdes Jiménez, Enrique Monsalvo San Macario et al.
1 citations
Education Sciences
Stroke Rehabilitation and Recovery
1.03
article

Usability Evaluation of a Board Game for Learning Robotics of Care

Alexandra González Aguña, Blanca Gonzalo de Diego, Lourdes Jiménez, Enrique Monsalvo San Macario, Andrea Sierra Ortega, José María Santamaría García, Roberto Barchino, Marta Fernández Batalla
article en
1 citations

Abstract

Gamification and game-based learning provide the opportunity to acquire knowledge and skills on a given subject in a practical and interactive way. They are an innovative teaching methodology that could be used for competence acquisition in a variety of fields. This study focuses on two domains: technology (including robotics) and care. This study evaluates the usability of RobotCareMaker®, a board game designed to teach care robotics, a branch of robotics oriented towards the study of human care. RobotCareMaker® consists of 106 elements. The playing cards are the engine of the game and the element of interaction between players. A convenience sample was selected. Usability was evaluated by the System Usability Scale (SUS) questionnaire modified for the game, and three questions about the game experience were used. Using a modified SUS questionnaire, 21 participants rated it with an excellent score of 80.36. Over 90% found the instructions clear and error-free. RobotCareMaker® allows teachers, professionals, and nursing students to integrate curricular competencies in novel topics such as care robotics. The result suggests that RobotCareMaker® enhances learning in assistive robotics, improving competencies in education and healthcare.

Education SciencesVol. 15(4)
Universidad de Alcalá (ES), Hospital Universitario Santa Cristina (ES), Madrid Health Service (ES)
Openalex Percentile: Top 23%
Stroke Rehabilitation and Recovery
1.03
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