must propose more concrete scenarios. Concerning
the immersion degree, we found that 7.1% of learners
felt immersed which proves that the gameplay aspect
is not well designed and should be more attractive in
terms of graphical interfaces.
7 CONCLUSION AND FUTURE
WORK
In this paper, we presented the results of investiga-
tions on an important challenge consisting in serious
games adoption in learning processes. The paper aims
to develop a tool to simulate the use of a SG before
integrating it in a particular learning process. For this
purpose, we proposed a success-oriented model ba-
sed on emotional states of learners and different fe-
atures of the SG. Then, we developed a multi-agent-
based simulator which would be able to predict the
impact of operating a SG on classroom teaching. On
the other hand, the research got the result that came
from the real operation by studying the playing ex-
periences of the SG ”CodeCombat”. After that, we
conducted a comparison of the simulator results with
experimental results in terms of global emotional ra-
tes. Our findings show that the simulator gives results
close to real feedbacks. The proposed tool is intended
to teachers wishing to integrate a SG in their classical
courses. It allows them to study the adequacy of the
SG to the skill level of their students. So, this novel
tool is able to encourage the passage from traditional
to modern learning methods by giving an expectation
of the effect of using SGs in a learning process.
As an immediate future work, we aim to extend
the proposed simulator by considering other success
indicators and factors. Furthermore, one of our future
aims is to validate the simulator in different game con-
texts with other student populations.
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