IsoPuzzle: development and evaluation of an ethno-educational serious game

dc.creatorMoura, Thiago Emanuell Vieira
dc.creatorCivardi, Jaqueline Araújo
dc.creatorSilva, Mary Anne Vieira
dc.creatorBerretta, Luciana de Oliveira
dc.creatorCarvalho, Sergio Teixeira de
dc.date.accessioned2026-03-03T21:08:06Z
dc.date.available2026-03-03T21:08:06Z
dc.date.issued2025
dc.description.abstractThis study presents the development and evaluation of IsoPuzzle, a digital ethno-educational game that merges progressive isometric geometry challenges with Adinkra symbolism to integrate mathematical concepts and African cultural elements. Based on Game-Based Learning (GBL) and the PEED methodology, IsoPuzzle promotes collaboration and active stakeholder participation. Its evaluation, conducted via a structured questionnaire derived from frameworks such as SUS, MEEGA+, PAJDE, and IAQJEd, focused on three indicators: pedagogical engagement, accessibility and usability, and the impact of cultural immersion on player experience (PX). Results indicate that IsoPuzzle effectively combines mathematical abstraction with engaging visuals, enhancing cultural connections through the use of Adinkra symbolism. The analysis also identified areas for refinement, particularly related to instruction clarity and interface accessibility, indicating the need to improve navigational intuitiveness. The data proved reliable, with the educational dimension averaging 4.16 (SD = 0.91), the cultural dimension 3.78 (SD = 1.02), and the user experience 3.61 (SD = 1.08). Variations in device quality further influenced user experience, underscoring the need for multi-platform optimization. Overall, these findings provide valuable insights for refining digital teaching tools that strike a balance between mathematical rigor, cultural diversity, and interface efficiency.
dc.identifier.citationMOURA,Thiago Emanuell Vieira et al. IsoPuzzle: development and evaluation of an ethno-educational serious game. Journal on Interactive Systems, Porto Alegre, v. 16, n. 1, p. 473-489, 2025. DOI: 10.5753/jis.2025.5643. Disponível em: https://journals-sol.sbc.org.br/index.php/jis/article/view/5643. Acesso em: 23 fev. 2026.
dc.identifier.doi10.5753/jis.2025.5643
dc.identifier.issne- 2763-7719
dc.identifier.urihttps://repositorio.bc.ufg.br//handle/ri/29825
dc.language.isoeng
dc.publisher.countryBrasil
dc.publisher.departmentInstituto de Informática - INF (RMG)
dc.rightsAcesso Aberto
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectSerious Games
dc.subjectGame Evaluation
dc.subjectEducation and Culture
dc.subjectUser Experience
dc.subjectEthno-education
dc.subjectCultural Narratives
dc.subjectInclusion and Diversity
dc.titleIsoPuzzle: development and evaluation of an ethno-educational serious game
dc.typeArtigo

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