Revolutionizing Learning: User Experience Evaluation of the C#Venture Application Using the User Experience Questionnaire (UEQ)

Authors

  • Wei Boon Quah Faculty of Educational Studies, Universiti Putra Malaysia, Selangor, Malaysia https://orcid.org/0000-0002-7138-5900
  • Noraini Mohd Banua Department of Information Technology and Communication, Politeknik Sultan Abdul Halim Mu'adzam Shah, Pahang, Malaysia.
  • Zulhana Zulkifle Unit Computer, Bandar Darulaman College Community, Kedah, Malaysia.
  • Nurul Halimatul Asmak Ismail Department of Computer Science and Information Technology, Applied College, Princess Nourah bint Abdulrahman University, Riyadh, Saudi Arabia.

DOI:

https://doi.org/10.37134/jictie.vol11.2.3.2024

Keywords:

User Experience Questionnaire (UEQ), attractiveness, basic programming, user experience evaluation

Abstract

User Experience (UX) is a crucial element in assessing the effectiveness of educational applications. This study evaluates the UX of the C#Venture application—developed for the introductory programming course at Bandar Darulaman Community College—using the User Experience Questionnaire (UEQ). A total of 54 respondents participated in this study. The study found that the application scored excellently across all UX dimensions, including attractiveness, clarity, efficiency, dependability, stimulation, and novelty. The application's visual appeal and interactive elements successfully increased students' interest and engagement. Its clarity and ease of use ensured accessibility for users with varying technical skills, while high efficiency helped students complete tasks quickly and effectively. The application's reliability and innovation ensured a consistent learning experience. Overall, C#Venture has demonstrated its potential as an effective educational tool that can enhance students' learning experiences and outcomes through gamification. Further research is recommended to assess the long-term impact of this application on academic performance and student motivation, as well as to develop new features for continuous improvement.

Downloads

Download data is not yet available.

References

Ahmad, A., & Ibrahim, A. B. (2020). Pembelajaran pengaturcaraan: Faktor kegagalan pelajar dan pendekatan pembelajaran efektif. Journal of Social Science and Humanities, 4 (3), 1-4. https://doi.org/10.26666/rmp.jssh.2020.3.1

Brown, J. A., Aslam, H., Makhmutov, M., & Succi, G. (2019). Intuitive rules design evaluation methods and case studies. Proceedings of the 2nd Workshop on Knowledge Extraction from Games co-located with 33rd AAAI Conference on Artificial Intelligence. Retrieved from https://ceur-ws.org/Vol-2313/KEG_2019_paper_2.pdf

Chukwu, J. (2024). The effectiveness of gamification in online learning. Journal of Online and Distance Learning, 3(1), 53-65. https://doi.org/10.47941/jodl.1693

Dewi, P., Dantes, G., & Indrawan, G. (2020). User experience evaluation of e-report application using cognitive walkthrough (CW), heuristic evaluation (HE) and user experience questionnaire (UEQ). Journal of Physics: Conference Series, 1516, 012024. https://doi.org/10.1088/1742-6596/1516/1/012024.

Díaz-Lauzurica, B., & Moreno-Salinas, D. (2019). Computational thinking and robotics: A teaching experience in compulsory secondary education with students with higher degrees of apathy and demotivation. Sustainability, 11, 5109. https://doi.org/10.3390/su11185109

Ghafar, N. A., Rahmatullah, B., Razak, N. A., Muttallib, F. H. A., Adnan, M. H. M., & Sarah, L. L. (2023). Systematic literature review on digital courseware usage in Geography subjects for secondary school students. Journal of ICT in Education, 10(1), 26-39. https://doi.org/10.37134/jictie.vol10.1.3.2023

Hasbullah, N. H., Rahmatullah, B., Mohamad Rasli, R., Khairudin, M., & Downing, K. (2022). Google Meet usage for continuity and sustainability of online education during pandemic. Journal of ICT in Education, 9(2), 46–60. https://doi.org/10.37134/jictie.vol9.2.4.2022

Humble, N., & Mozelius, P. (2022). Refurbishing the educational escape room for programming: Lowering the threshold and raising the ceiling. In C. Costa (Ed.), 16th European Conference on Games Based Learning (ECGBL 2022) (pp. 280-287). Academic Conferences and Publishing International.

Khaldi, A., Bouzidi, R., & Nader, F. (2023). Gamification of e-learning in higher education: A systematic literature review. Smart Learning Environments, 10, Article 10. https://doi.org/10.1186/s40561-023-00227-z

Li, Y., Chen, D., & Deng, X. (2024). The impact of digital educational games on student's motivation for learning: The mediating effect of learning engagement and the moderating effect of the digital environment. PLoS One, 19(1), e0294350. https://doi.org/10.1371/journal.pone.0294350

Li, Z. (2023). Research on the application of programming in high school teaching. Lecture Notes in Education Psychology and Public Media, 19, 186-189. https://doi.org/10.54254/2753-7048/19/20231428

Medeiros, R. P., Ramalho, G., & Falcão, T. P. (2019). A systematic literature review on teaching and learning introductory programming in higher education. IEEE Transactions on Education, 62(2), 77-90. https://doi.org/10.1109/TE.2018.2864133

Ntoa, S., Margetis, G., Antona, M., & Stephanidis, C. (2021). User experience evaluation in intelligent environments: A comprehensive framework. Technologies, 9(2), 41. https://doi.org/10.3390/TECHNOLOGIES9020041

Nur Hidayat, W., Amalia Putri, T., Arsyillah, N. T., Bahris, M. A., Suswanto, H., & Hamdan, A. (2024). Evaluation of user experience on learning management system for programming course through user experience questionnaire method. E3S Web of Conferences, 473, 04005. https://doi.org/10.1051/e3sconf/202447304005

Perez, M. R., Manssul, D. M., Adao, R. T., Pempina, E. B., Lagman, A., & Besa, M. (2021). Playing for learning: A student engagement assessment on edutainment game based on user experience. Proceedings of the 2021 9th International Conference on Information Technology: IoT and Smart City, 256-261. https://doi.org/10.1145/3512576.3512622

Rohandi, M. (2021). User Experience Analysis of UNG e-learning using user experience questionnaire tool. Proceedings of the 1st World Conference on Social and Humanities Research (W-SHARE 2021): Advances in Social Science, Education and Humanities Research, 654, 174-179. http://dx.doi.org/10.2991/assehr.k.220402.037

Robertson, C., & Doloc-Mihu, A. (2023). Understanding college level student learning of basic programming at an open access institution. Proceedings of the 2023 ACM Southeast Conference, 26-32. https://doi.org/10.1145/3564746.3587007

Schrepp, M., Hinderks, A., Thomaschewski, J. (2014). Applying the User Experience Questionnaire (UEQ) in different evaluation scenarios. In A. Marcus, A. (Eds.), Design, User Experience, and Usability. Theories, Methods, and Tools for Designing the User Experience. DUXU 2014. Lecture Notes in Computer Science (vol. 8517, pp. 383-392). Springer. https://doi.org/10.1007/978-3-319-07668-3_37

Slyman, S., Gillies, M., & Lytra, V. (2022). Developing an evaluation framework for analysing educational simulation games. European Conference on Games Based Learning, 1-8. https://doi.org/10.34190/ecgbl.16.1.363

Somrak, A., Pogacnik, M., & Guna, J. (2021). Suitability and comparison of questionnaires assessing virtual reality-induced symptoms and effects and user experience in virtual environments. Sensors (Basel, Switzerland), 21(4), 1185. https://doi.org/10.3390/s21041185

Stiller, K. D., & Schworm, S. (2019). Game-based learning of the structure and functioning of body cells in a foreign language: Effects on motivation, cognitive load, and performance. Frontiers in Education, 4, 18. https://doi.org/10.3389/feduc.2019.00018

Sudin, I. A. A., Rahmatullah, B., Abdullah, M. F. W., Tamrin, K. F., Khairudin, M., & Yahya, S. R. (2022). Kajian tinjauan literatur sistematik terhadap pendedahan pelajar universiti kepada percetakan 3D sebagai persediaan ke industri: A systematic literature review study on university students’ exposure to 3D printing as preparation for industry. Journal of ICT in Education, 9(1), 48–60. https://doi.org/10.37134/jictie.vol9.1.5.2022

Vieira, E. A. O., Silveira, A. C., & Martins, R. X. (2019). Heuristic evaluation on usability of educational games: A systematic review. Informatics in Education, 18, 1-20. https://doi.org/10.15388/infedu.2019.20

Weitl-Harms, S., Spanier, A., Hastings, J., & Rokusek, M. (2023) A systematic mapping study on gamification applications for undergraduate cybersecurity education. Journal of Cybersecurity, Education, Research and Practice, 2023(1), Article 9. https://doi.org/10.32727/8.2023.12

Yu, Z., Gao, M., & Wang, L. (2020). The effect of educational games on learning outcomes, student motivation, engagement, and satisfaction. Journal of Educational Computing Research, 59(3), 522-546. https://doi.org/10.1177/0735633120969214

Zamri, K. Y., & Tan, H. K. (2022). Evaluating educational game via user experience (UX) and User Interface (UI) elements. EDUCATUM Journal of Social Sciences, 8, 1-9. https://doi.org/10.37134/ejoss.vol8.sp.1.2022

Zimmerer, C., Krop, P., Fischbach, M., & Latoschik, M. E. (2022). Reducing the cognitive load of playing a digital tabletop game with a multimodal interface. Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, 1-13. https://doi.org/10.1145/3491102.3502062

Zolkipli, N. Z., Rahmatullah, B., Samuri, S. M., Árva, V., & Pranoto, Y. K. S. (2023). ‘Leave no one behind’: A systematic literature review on game-based learning courseware for preschool children with learning disabilities. Southeast Asia Early Childhood Journal, 12(1), 79–97. https://doi.org/10.37134/saecj.vol12.1.7.2023

Zamzuri, M. S. M., Rahmatullah, B., Purnama, S., & Dheyab, O. A. (2024). Development of food sharing IT platform for university community. AIP Conference Proceedings, 2750, 060002. https://doi.org/10.1063/5.0148929

Downloads

Published

2024-10-15

How to Cite

Quah, W. B., Mohd Banua, N., Zulkifle, Z., & Asmak Ismail, N. H. (2024). Revolutionizing Learning: User Experience Evaluation of the C#Venture Application Using the User Experience Questionnaire (UEQ). Journal of ICT in Education, 11(2), 29–41. https://doi.org/10.37134/jictie.vol11.2.3.2024