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Developing a serious game for enhancing student problem-solving: a three-layers effectiveness model
DOI:10.1016/j.entcom.2025.101072.png)
Abstract
En 中文
In recent years, serious games have gained popularity among diverse audiences. These games offer an interactive platform for entertainment while also enhancing soft or subject-matter skills. Recognising the importance of problem-solving skills as well as serious games, especially for undergraduate students, this research paper outlines a three-phased study. Phase I involved semi-structured interviews with psychologists, educational scientists, and soft skills trainers to identify strategies for improving students' problem-solving abilities. In Phase II, a narrative serious game was designed and developed based on Mezirow's transformational learning theory. Finally, Phase III evaluated the game's effectiveness and usability among a sample of undergraduate students. High satisfactory scores received both on Game Experience Questionnaire and the System Usability Scale. Reflecting on those high scores and the design and development process of this game, a three-layers model is developed, highlighting the three main factors affecting the effectiveness of serious games. The study's findings have both theoretical and practical implications.
Keywords:
Serious game
Problem solving
Transformative learning
Game design and development
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