Information and Communications Technology (ICT) improve learning quality and increases outcomes while allowing for more natural control of learning systems. It has a significant impact on the economy in many regions. However, there is a lack of female engagement in ICT fields in many countries. Serious Games are effective tools for learning, and it can be used to motivate women to study Computer Science. Gender preference factors affect engagement and motivation to play certain types of digital games, but few studies have designed digital games for females. Furthermore, most games with Computer Science content do not interest young adult females and fail to describe how the social and cultural content of the game explains the game experience of female players. As a solution, an extensive study of related literature on effective Serious Game elements, including motivational elements that influence a player to engage with digital games, effective educational game elements, female preference elements regarding digital games, and elements that impact the motivation of players to engage with the game was conducted. The result is a conceptual model for gender-based engagement in Serious Games. The proposed model will be implemented to increase the engagement of undergraduate females in Computer Science.
Lack of female involvement in ICT field calls for new approaches to ICT education. Serious game is an effective tool for learning, so it can be used to motivate and engage female students to study Computing. Engagement elements for serious game were identified from previous researches and a conceptual model for gender-based engagement using serious game was constructed. In this paper, the model validation of a low fidelity prototype using heuristic evaluation technique for educational game is discussed. The heuristic scale was adapted from previous studies, comprise of playability and enjoyment constructs. In addition, educational elements items are also included. The scale was then validated for content validity, and a pilot study with four (5) HCI experts. Finally, five (5) experts from HCI, Game and Computer Networking subject evaluate the model using this scale. Results of the evaluation showed that the model’s constructs have good usability, playability, enjoyment. Future work will be to validate the model using high fidelity working prototype and user testing.
The Computer Science major is one of the most rapidly growing fields and offers some of the highest-paying jobs in the world. In the last decade, Computer Science studies have shown a general lack of female enrolments. Serious game can be employed to motivate and educate female players. However, although females have certain preference elements for digital games and game types, only a few studies have attempted to design games for females. Therefore, a gender-based serious game engagement model for learning Computer Science was developed. This study aims to verify the validity and reliability of a questionnaire designed to evaluate a gender-based serious game engagement model. Content validity involving three experts was conducted. Then, a pilot study with 31 students was implemented to test the reliability of the instrument. Data collected was analysed using SPSS version 21. Results show that all questionnaire constructs are reliable and consistent, with Cronbach’s alpha values of 0.7 and above. This confirms that the instrument designed is valid, reliable, and without errors.