Evaluation and usage statistics
SAID
Of the 109 participants, 87 completed the evaluation forms.Most participants would use the app regularly (78.2%). They also liked the design (73%), thought it was easy to use (85%), and would recommend the app to others (> 85%). Ninety-seven percent of participants thought learning with the app was fun. Most participants (89%) said the app motivated them to learn. Most participants said the app helped them learn factual knowledge faster (89%). Eighty-two percent of participants said they spent more time studying/learning material because of the app. Whether the app prepared them well for the exam was answered inconsistently by the participants: 52% answered rather positively and 48% rather negatively. 10% answered that they did not use the app. Most participants (84%) felt the app did not distract them from learning. Responses to the question whether they played longer than they wanted to were mixed. For example, 37.6% answered rather positively. Most participants rated the feedback feature as helpful (68%) (Table Examples of results from questionnaires summarized for all participants are part of the SUS (Shows the evaluation results concerning the statement "I give the app the German school grade". The first year's results are marked in blue and those of the second year in redThe obtained SUS value is 77.70 (σ = 12.28, median = 77.5) (Table Tracking data provided that participants played the game at varying intervals. Overall, 6.9% of participants played several times a day, 9.9% played once a day, 28.7% played several times a week, 22.8% played once a week, 13.9% played less than once a week with the app, and 14.9% did not use the app.During the study period, a total of 38,263 questions and 1,724 games were played by all participants. Although both groups played almost the same number of questions, the second year answered more than twice as many questions incorrectly (Table Game statistics for all participants of IG and CG