Proposal for a new tool to help teachers in the process of adopting serious games
摘要
The education sector is undergoing a rapid digital transformation, accelerated by the challenges posed by COVID-19. The pandemic has disrupted traditional teaching methods that prompt teachers to explore new approaches, such as the use of serious games, to keep learners engaged and learning. Serious games have proved to be an effective solution for bridging the gaps in distance learning and meeting the expectations of the new generation of learners. However, there are still obstacles to their adoption and implementation, particularly with teachers who have difficulty selecting games that suit the specific needs of their students. This paper presents the results of a study aimed at designing and developing a tool to help teachers better understand serious games, their components, and how they work, in order to integrate them effectively into their teaching practices. For this study, we used an approach that combines the unified version of the adoption and use of technologies (Venkatesh et al., 2003), the Jakob Nielsen System Acceptability Model (Nielsen, 1994b), and the analysis method of structure, interface, and use (Bouroumane et al., 2022). We tested our tool through two studies. One assessed its use in a real context, and the other utilized a questionnaire to evaluate its usefulness, usability, and acceptability. According to 80% of users, this tool is extremely useful for understanding the pedagogical dimensions of serious games, which can significantly and positively impact their adoption in education.