Evaluation of e-Contents

Year
1
Academic year
2015-2016
Code
02024385
Subject Area
Education Sciences
Language of Instruction
Portuguese
Mode of Delivery
Face-to-face
ECTS Credits
4.0
Type
Elective
Level
2nd Cycle Studies - Mestrado

Recommended Prerequisites

None

 

Teaching Methods

The lesson has two components, one theoretical essentially basedon lectures about the knowledge to acquire and a practical component that focuses on the analysis and evaluation of e-content

Learning Outcomes

It starts on the concept of e-contents, particularly on websites, games and multimedia content for different audiences, such as children, adolescents, adults, elderly users and users with Special Educational Needs. We address the structure, the interface, the technologies used, the combination of formats, the underlying learning theory and its implications in the structure and interactivity. We focus on the concepts of usability and accessibility, metrics to use, types of evaluators, selection of users, requirements in conducting usability testing, processing and analyzing data. In the evaluation process of e-contents, students should understand the characteristics of the recipients, the specificities of the thematic and the technological support. Students are able to evaluate different types of e-contents.

Work Placement(s)

No

Syllabus

1.  e-contents

1.1  Websites

1.2  Games

1.3  Multimedia Contents

2.  Components of e-contents

2.1  Interface

2.2  Structure

2.3  Interactivity

2.4  Technology support

2.5  Underlying learning theory

3.  Evaluation of usability

3.1  Usability and accessibility

3.2  Types of evaluators

3.3  Sample selection of users

3.4  Planning the test session

3.5  Data processing

Assessment Methods

Assessment
Other: 20.0%
Project: 40.0%
Frequency: 40.0%

Bibliography

Carvalho, A.A. (2002). Testes de usabilidade: exigência supérflua ou necessidade? Actas do 5º Congresso da Sociedade Portuguesa de Ciências da Educação (pp. 235-242). Lisboa: SPCE.

Isbister, K., & Schaffer, N. (eds.) (2008). Game Usability. Amsterdam: Elsevier.

Krug, S. (2008). Não me faça pensar. São Paulo: Editora Market Books.

Lima, J., & Capitão, Z. (2003). e-Learning e e-conteúdos. Lisboa: Centro Atlântico.

McMahan, A. (2003). Immersion, Engagement, and Presence: a method for analyzing 3-D Video Games. In  Mark J.P. Wolf and Bernard Perron (eds.), The Video Game Theory Reader (pp. 67-86). London: Routledge.

Mayer, R. (2009). Teoria Cognitiva da Aprendizagem Multimédia. In G. Miranda (org.), Ensino Online e Aprendizagem Multimédia (pp.207- 237). Lisboa: Relógio d´Àgua.

Nielsen, J. & Loranger, H. (2006). Prioritizing Web Usability. Berkeley CA: New Riders Press.

Rubin, J. & Chisnell, D.  (2008). Handbook of Usability Testing. Indianapolis: John Wiley.