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Usability Tests

The group assembled 30 students, all around 22 years old, to test Grove Quest. They were tasked with engaging in different mini-games provided, with the objective of evaluating their understanding of each game and to determine their satisfaction with Grove Quest.

It would be more beneficial if we could recruit students from the targeted user age group for a more precise evaluation and insights. Nonetheless, the outcomes of these trials still provided valuable information.

Trivia Results

Trivia Result Image

With 20% of responses at '3' (slightly effective), 33.3% at '4' (effective), and 46.7% at '5' (very effective), the Trivia questions in the game are shown to be effective in encouraging learning, with a majority leaning towards higher effectiveness.

Image Chase Results

Image Chase Result Image

The Image Chase activity received 36.7% '3' ratings (slightly effective), 36.7% '4' ratings (effective), and 26.7% '5' ratings (very effective). These results indicate that Image Chase is effective in fostering interactive learning within Fossil Grove, with a balanced distribution across effectiveness levels.

Match Mystery Results

Jigsaw Result Image

With 33.3% rating it '3' (middle ground), 23.3% '4' (slightly easy), and 43.3% '5' (easy), the jigsaw puzzle is perceived as very intuitive, allowing kids to complete it with ease.

Sliding Puzzle Result Image

The sliding puzzle received 36.7% '3' ratings (middle ground), 20% '4' ratings (slightly easy), and 43.3% '5' ratings (easy). These results suggest that the sliding puzzle is also very intuitive, facilitating easy completion by children.

Matching Puzzle Result Image

With 23.3% rating it '3' (middle ground), 26.7% '4' (slightly easy), and 50% '5' (easy), the matching puzzle stands out as highly intuitive, enabling kids to easily complete it.

Grove Quest

Grove Quest Result Image

Rated '3' (slightly effective) by 6.7%, '4' (effective) by 56.7%, and '5' (very effective) by 36.7%, Grove Quest as a whole is found to be effective in encouraging interactive learning at Fossil Grove, with a strong emphasis on higher effectiveness.

Conclusion

The survey results affirm that the activities are generally well-designed to promote learning and are suitable for the intended audience, likely children. The balance between challenge and intuitiveness appears to be well-maintained across the activities, fostering an environment that is both engaging and educational. The insights gained from this survey could guide further refinement and development, ensuring that the activities continue to resonate with learners and educators alike.