A framework for serious game development as an instructional approach (SGDIA): proof-of-concept for students’ self-efficacy, values, and critical reflection

Multiple studies have investigated how serious games can foster learning in the context of education. However, findings on the impact of developing such serious games as an instructional approach are still limited, especially in education for sustainable development. Thus, this paper presents the Serious Game Development as an Instructional Approach (SGDIA) framework based on the ADDIE concept. Subsequently, a proof-of-concept study is applied to evaluate the impact of the course concept on learning. In an experimental pre-post study design at two German universities (n = 48), the effects on socio-emotional (values, self-efficacy) and cognitive (understanding, critical reflection) learning objectives relevant to education for sustainable development have been tested. The findings show that self-efficacy and pro-environmental values increased significantly after students participated in the serious game design course over three months. Additionally, in 23 out of the 48 participants, students who sought understanding during the three months of the teaching setting were more likely to critically reflect. As low-level methods of creating game content, such as simple game engines using visual programming, are becoming more widespread, the paper demonstrates how creating serious games can be a valid instructional method. Based on the findings, the potential of developing serious games as an instructional approach in higher education is discussed.

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Publication Details

Journal
International Journal of Educational Technology in Higher Education
Published
2025-12-11
DOI
https://doi.org/10.1186/s41239-025-00573-7
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

A framework for serious game development as an instructional approach (SGDIA): proof-of-concept for students’ self-efficacy, values, and critical reflection

Linda Kruse, Sonja M. Geiger, Anja Schultze‐Krumbholz, Pia Spangenberger et al.
1 citations
International Journal of Educational Technology in Higher Education
Educational Games and Gamification
3.44
article

A framework for serious game development as an instructional approach (SGDIA): proof-of-concept for students’ self-efficacy, values, and critical reflection

Linda Kruse, Sonja M. Geiger, Anja Schultze‐Krumbholz, Pia Spangenberger, Steve Nebel, Vanessa Löde, Louisa Klara Pole
article en
1 citations

Abstract

Multiple studies have investigated how serious games can foster learning in the context of education. However, findings on the impact of developing such serious games as an instructional approach are still limited, especially in education for sustainable development. Thus, this paper presents the Serious Game Development as an Instructional Approach (SGDIA) framework based on the ADDIE concept. Subsequently, a proof-of-concept study is applied to evaluate the impact of the course concept on learning. In an experimental pre-post study design at two German universities (n = 48), the effects on socio-emotional (values, self-efficacy) and cognitive (understanding, critical reflection) learning objectives relevant to education for sustainable development have been tested. The findings show that self-efficacy and pro-environmental values increased significantly after students participated in the serious game design course over three months. Additionally, in 23 out of the 48 participants, students who sought understanding during the three months of the teaching setting were more likely to critically reflect. As low-level methods of creating game content, such as simple game engines using visual programming, are becoming more widespread, the paper demonstrates how creating serious games can be a valid instructional method. Based on the findings, the potential of developing serious games as an instructional approach in higher education is discussed.

International Journal of Educational Technology in Higher EducationVol. 22(1)
University of Applied Sciences Mainz (DE), University of Potsdam (DE), Eberswalde University for Sustainable Development (DE), Technische Universität Berlin (DE), Freie Universität Berlin (DE)
Openalex Percentile: Top 6%
Educational Games and Gamification
3.44
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