Usability Evaluation of a Board Game for Learning Robotics of Care
Authors:
- Blanca Gonzalo-De DiegoBDBlanca Gonzalo-De Diego
- Alexandra González-AguñaAlexandra González-Aguña
- Marta Fernández-BatallaMFMarta Fernández-Batalla
- Enrique Monsalvo-San MacarioEMEnrique Monsalvo-San Macario
- Andrea Sierra-OrtegaASAndrea Sierra-Ortega
- Roberto Barchino-PlataRoberto Barchino-Plata
- María Lourdes Jiménez-RodríguezMJMaría Lourdes Jiménez-Rodríguez
- José María Santamaría-GarcíaJSJosé María Santamaría-García
Open Access
- 13 April 2025
- journal article
- research article
- Published by MDPI AG in Education Sciences
- Vol. 15 (4) , 484
Abstract
Gamification and game-based learning provide the opportunity to acquire knowledge and skills on a given subject in a practical and interactive way. They are an innovative teaching methodology that could be used for competence acquisition in a variety of fields. This study focuses on two domains: technology (including robotics) and care. This study evaluates the usability of RobotCareMaker®, a board game designed to teach care robotics, a branch of robotics oriented towards the study of human care. RobotCareMaker® consists of 106 elements. The playing cards are the engine of the game and the element of interaction between players. A convenience sample was selected. Usability was evaluated by the System Usability Scale (SUS) questionnaire modified for the game, and three questions about the game experience were used. Using a modified SUS questionnaire, 21 participants rated it with an excellent score of 80.36. Over 90% found the instructions clear and error-free. RobotCareMaker® allows teachers, professionals, and nursing students to integrate curricular competencies in novel topics such as care robotics. The result suggests that RobotCareMaker® enhances learning in assistive robotics, improving competencies in education and healthcare.Keywords
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