Designing for Learning or Designing for Fun?
Setting Usability Guidelines for Mobile Educational Games
Maria Kambouri, Siobhan Thomas and
While this paper looks at the definitions of heuristics and usability
as they apply to digital games, its primary focus is expanding the
usability dialog into the arena of mobile educational games. It
seeks to define the differences between conventional game design
and educational game design and to answer the question of whether
it is necessary to modify existing game usability criteria when
designing educational games for mobile devices.
Keywords: mobile educational games, mobile learning,
games, heuristics, usability, learning, education, motivation