Evaluation of Serious Games Intended to Be Used in Education: Systematic Review

Serious games have been used as an innovative teaching strategy to make learning more effective. However, it remains important to identify the serious games that are best suited to the needs, expectations, and pedagogical objectives of a teacher. Moreover, using games in educational situations requires teachers to question the elements that make up the pedagogical and game aspects, universe functioning, and conditions of use. Precise and comprehensive information about the relevance of serious game content to specific learning situations can be obtained by examining the game’s components. The aim of this review is to identify, describe, classify and summarize the main elements of existing research on the evaluation of serious games for education. In addition, our study could help identify and analyze potential gaps in the use of serious games in education. A qualitative analysis was conducted by selecting 37 key articles from Google Scholar, Scopus, Web of Science, and PubMed databases. This study could be useful for researchers and practitioners interested in the use of serious games in education. It could also contribute to the continuous improvement of digital learning in education.

Authors

Institutions

Publication Details

Published
2024-12-04
DOI
https://doi.org/10.1109/commnet63022.2024.10793276
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Evaluation of Serious Games Intended to Be Used in Education: Systematic Review

Mustapha Abarkan, Farida Bouroumane, Ikram Hamdaoui
1 citations
Educational Games and Gamification
0.79
article

Evaluation of Serious Games Intended to Be Used in Education: Systematic Review

Mustapha Abarkan, Farida Bouroumane, Ikram Hamdaoui
article en
1 citations

Abstract

Serious games have been used as an innovative teaching strategy to make learning more effective. However, it remains important to identify the serious games that are best suited to the needs, expectations, and pedagogical objectives of a teacher. Moreover, using games in educational situations requires teachers to question the elements that make up the pedagogical and game aspects, universe functioning, and conditions of use. Precise and comprehensive information about the relevance of serious game content to specific learning situations can be obtained by examining the game’s components. The aim of this review is to identify, describe, classify and summarize the main elements of existing research on the evaluation of serious games for education. In addition, our study could help identify and analyze potential gaps in the use of serious games in education. A qualitative analysis was conducted by selecting 37 key articles from Google Scholar, Scopus, Web of Science, and PubMed databases. This study could be useful for researchers and practitioners interested in the use of serious games in education. It could also contribute to the continuous improvement of digital learning in education.

Mohamed I University (MA), Sidi Mohamed Ben Abdellah University (MA)
Quality Education
Openalex Percentile: Top 21%
Educational Games and Gamification
0.79
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.