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Evaluation of schools activities with digital interactive simulations

The paper explores the usage of digital interactions and usability methods to contribute in collecting information about user experiences and behaviors for educational propose. Based on the outcomes of the research analysis and testing this work provides a detailed view of a proposal for alternative solutions on educational materials. It delineates the positive outcome of learning at young age using digital environments inside the classroom using ergonomics criteria and usability test. The usability tests could identify interface best practices on the development of educational materials and suggest improvements that rise quality to the user. It is presented a system allowing teachers to create simulation activities inside the classroom that make the students practice sustainable values. An interactive activity was developed for student face simulations based on the school's subjects. When the students face it, they are sought to make decisions considering the consequences. The objective is solving a problem considering the sustainable values. Results documentation show patterns identification could be used as a guideline for interface development able to provide effective learning experiences.