Ascertaining the UX of the Word Mania Mobile App for Children using Fun Toolkit v3
Azham Hussain1, Emmanuel O.C. Mkpojiogu2, Fazillah Mohmad Kamal3, Huda Mohammed Lateef4

1Azham Hussain, School of Computing, Universiti Utara Malaysia, UUM, Sintok, Malaysia.
2Emmanuel O.C. Mkpojiogu, Department of Computer and Information Technology, Veritas University, Abuja, Nigeria.
3Fazillah Mohmad Kamal, School of Quantitative Sciences, Universiti Utara Malaysia, UUM, Sintok, Malaysia.
4Huda Mohammed Lateef, Faculty of Applied Science, University of Fallujah, Baghdad, Iraq.
Manuscript received on 26 June 2019 | Revised Manuscript received on 14 July 2019 | Manuscript Published on 26 July 2019 | PP: 202-205 | Volume-8 Issue-2S2 July 2019 | Retrieval Number: B10370782S219/2019©BEIESP | DOI: 10.35940/ijrte.B1037.0782S219
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© The Authors. Blue Eyes Intelligence Engineering and Sciences Publication (BEIESP). This is an open access article under the CC-BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/)

Abstract: A user experience evaluation was carried on Word Mania mobile app. Word Mania is fun educational games app for children. Fun Tookit v3, a survey instrument developed to assist researchers in acquiring the opinions about technology (web or app) from children was used for data capture. The purpose of the toolkit is to generate the perception of kids as young as 4 years old who had some experience when interacting with an implementation. The Fun Toolkit v3 tool consists of three components that can be used on applications, websites or technology products to “pass opinions.” These three sections are: Smileyometer, Fun Sorter, Again and Again.At UUM International School, Sintok, Malaysia, this assessment study was performed with students. The survey was attended by a total of 12 students. The evaluation questionnaires were filled out with the help of their teachers by the participating children.The findings stated that the mobile application was adopted by the kids; however, some problems had to pay attention in order to enhance the children’s user experience.Special exercises should be found for children aged one or two years because current exercises are difficult for these ages. Competition task is not an simple task, particularly for kids aged 3 to 4 years. Children between the ages of 5 and 6 need more time to complete the tasks, for these ages three minutes are not enough.
Keywords: Children, Fun Education, Games Experience, Mobile App, User Experience Evaluation.
Scope of the Article: Mobile Applications and Services for IoT