Proven Results

Our products have their results proven through academic, qualitative and quantitative research. Check it out below!

Awards

Check below the awards received by Exatamente Soluções Educacionais and its products.

When dealing with schools and students, it is essential to substantiate results. We understand how delicate it is to implement new tools and methodologies in the classroom because it is important to ensure that these tools will have the desired effect among teachers and students.

Exatamente Soluções Educacionais takes this matter very seriously. Online Leveling and other products of ours undergo rigorous evaluations and academic research that scientifically validate their results. Below, check out some of the findings from these research studies.

System Usability Scale (SUS)

The SUS questionnaire, developed by Brooke (1996), was proposed for rapid evaluation of usability of systems and helps to evaluate three main criteria:

  • Effectiveness (can users complete their goals?)
  • Efficiency (how much effort and resources are needed for this?)
  • Satisfaction (was the experience satisfactory?)

The results of the usability of the NiO game obtained through the SUS questionnaire are presented below. The average final usability result was 74.22 (out of 100), which indicates a good usability index for the game, according to the classification of Bangor et al. (2009).

Usability Assessment (SUS)

he SUS questionnaire uses a Likert scale of 5 points (from 1 to 5).

4,00

I think I'd like to use this game often

3,93

I found the game easy to use

4,14

I found that the various functions in this game were well integrated

3,62

I would imagine that most people would learn to use this game quickly

Bibliographic Reference

SANDE, D.; SANDE, D.; CARVALHO, A. A. Aprendizagem de física e engajamento através do jogo nivelamento online durante a pandemia da COVID-19. RENOTE, Porto Alegre, v. 19, n. 2, p. 61–70, 2021. DOI: 10.22456/1679-1916.121187. Disponível em: https://seer.ufrgs.br/index.php/renote/article/view/121187. Acesso em: 26 jan. 2023.

Engagement Scale (EGameFlow)

EGameFlow is a questionnaire to measure engagement through educational digital games (Fu et al., 2009). It contains 42 questions divided into 8 dimensions related to a player's engagement:

  • Concentration
  • Clarity of Objectives
  • Feedback
  • Challenges
  • Autonomy
  • Immersion
  • Social Interaction
  • Knowledge Improvement

This questionnaire determines the strengths of a game in terms of user engagement from the students' point of view (Fu et al., 2009). This instrument has already been used for direct evaluation of four educational games by the authors of EGameFlow themselves and by Iten and Petko (2016) as a basis for the construction of new educational game evaluation instruments.

Engagement Assessment

Questions in EGameFlow must be answered using a Likert range of 7 points (from 1 to 7).

5,7

Knowledge Improvement

5,4

Clarity of Objectives

4,7

Challenges

4,5

Concentration

Bibliographic Reference

SANDE, D.; SANDE, D.; CARVALHO, A. A. Aprendizagem de física e engajamento através do jogo nivelamento online durante a pandemia da COVID-19. RENOTE, Porto Alegre, v. 19, n. 2, p. 61–70, 2021. DOI: 10.22456/1679-1916.121187. Disponível em: https://seer.ufrgs.br/index.php/renote/article/view/121187. Acesso em: 26 jan. 2023.

Student Experience (comparison with Moodle)

A questionnaire was developed with the objective of comparing the students' experience in relation to the resolution of the exercises presented in Moodle and Nivelamento Online.

The questions in this questionnaire contained the possibility for students to comment on the answers given.

Learning was presented as the acquisition of new knowledge, understanding of concepts and perception of new ways of solving problems. Motivation was defined as the desire to continue, engagement and impulse to achieve a goal and satisfaction was related as contentment and pleasure when performing an activity.

The results show that the game obtained better averages to the detriment of moodle in the three criteria: learning, motivation and satisfaction.

Nivelamento Online Assessment
4,0

Learning

4,1

Motivation

4,1

Satisfaction

Moodle Assessment
3,6

Learning

3,2

Motivation

3,3

Satisfaction

Bibliographic Reference

SANDE, D.; SANDE, D.; CARVALHO, A. A. Aprendizagem de física e engajamento através do jogo nivelamento online durante a pandemia da COVID-19. RENOTE, Porto Alegre, v. 19, n. 2, p. 61–70, 2021. DOI: 10.22456/1679-1916.121187. Disponível em: https://seer.ufrgs.br/index.php/renote/article/view/121187. Acesso em: 26 jan. 2023.