Herman Tolle, Muhammad Hafis, Ahmad Afif Supianto, Kohei Arai
Educational game is now a commonplace among students and teachers alike. Recent researches show that studies regarding educational game general effectiveness in the learning environment are nothing new. However, usability studies in the educational game are rather rare compared to general non-game-related usability studies. This research synthesizes the result obtained from the Computer System Usability Questionnaire (CSUQ) and separated between multiple students pre-existing grouping such as genders, prior knowledge, as well as experimental treatment setup such as materials given before the game session. The metrics are tested in an Indonesian high school by using an educational game of chemistry regarding the topic of reaction rate with a total of 53 participants. General results show that there exist many differences of perceived usability aspects between male and female students, the existence of learning materials given before the game session, as well as the existence of students' prior knowledge. Overall, the main findings of this research show that usability in the educational game is affected by gender, materials existence, and previous knowledge existence. © 2020, Science and Information Organization.
Faculty of Computer Science, Brawijaya University, Malang, East Java, Indonesia; Graduate School of Science and Engineering, Saga University, Saga, Japan
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