pecially in the classes of the first order secondary
school, despite the fact that the game was only avail-
able in English, and not in the mother tongue of the
students. In this regard, a localization in more lan-
guages could help to increase the effectiveness of the
game and its distribution in more countries. It is also
important to note that a more detailed analysis of the
responses of the last classes (fifth year of high school)
brought to the surface a decisively negative trend.
These students found the game less engaging and use-
ful and generally made more criticism of the graphi-
cal component. This unfortunately confirms the initial
target design and discourages an expansion of the age
range in which to use the game.
5 CONCLUSIONS AND FUTURE
WORKS
This study represents a first step toward refining the
game and how it is administered and used within the
school setting. Many lessons can be taken from this
experience. In regards to the levels of perceived en-
gagement and boredom of the game, although the val-
ues detected are probably explained by the presence
within the experiment of students with ages outside
the design target group, it pushes to reason on how
the game could be made even more engaging. Taking
again inspiration from the Overcooked game, the in-
troduction of multi-player modes (both direct, such as
co-op play, and indirect, through the addition of ele-
ments such as leaderboards) could improve students’
perception and actually increase the game’s effective-
ness. At the same time, the variance in the students’
understanding of the tasks to be completed within the
proposed activities defines the need to formalize an
introduction that can be directly integrated within the
game and that, consequently, does not require the in-
tervention of an external person. Moreover, following
the indications provided by the students’ feedback, an
improvement and, above all, greater attention in the
design phase to the audio component of the game is
necessary. Finally, while this experimentation was
more useful to assess the level of enjoyment of the
game and the activities carried out, it is important to
plan and verify through a rigorous study the actual
transfer of knowledge implemented by the game, to
validate it as a tool for content acquisition.
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