2.2.3 Corpus Distribution by Reference
Type
The reference type of the selected research papers is
distributed as described in Table 2, Most of the
documents are journal articles, and nearly 15% are
conference papers.
Table 3: Reference type distribution of sources.
Reference Type Percentage of sources
Conference Paper 15.02%
Journal Article 84.98%
2.3 Serious Games and Education
Victoria proved the concept by developing the game
named It's a deal based on an educational theory; its
primary purpose is teaching intercultural business
communication (Victoria Guillén-Nieto, 2011). Also,
Laurence Hanes and Robert Stone conducted
teaching history in their research to prove the impact
of serious games in education by defining a model to
present historical courses and information using a
video game (Hanes and Stone, 2019).
Several meta-analyses (studies of studies) have
indicated that game-based learning is more effective
for learning than traditional classroom instruction.
Pieter Wouters and colleagues (2013) compared
results from 38 individual studies and found that
learning games or serious games promote learning
and retention more effectively than traditional
methods. They also found that using serious games,
students learned more than those taught with
conventional instruction strategies - lectures and
discussions, when the game was augmented with
other instructional methods when multiple training
sessions were involved, and players worked in
groups.
Traci Sitzmann (2011) conducted a meta-analysis
of 65 independent samples and data from more than
6,000 trainees, found that trainees who had played
games as opposed to those who participated in
conventional instructional methods: "had 11% higher
declarative knowledge levels, 14% higher procedural
knowledge levels, and 9% higher retention levels than
trainees in the comparison group."
She also found that the games were "17% more
effective than lecture and 5% more effective than
discussion, the two most popular instructional
methods in classroom instruction." (Sitzmann, 2011).
In another study, Thomas M. Connolly and
colleagues (2012) conducted a meta-analysis by
reviewing 129 papers reporting evidence related to
the outcomes of computer games and serious games
concerning learning and engagement. One firm
conclusion they reached was that the most "frequently
occurring outcomes and impacts were knowledge
acquisition/content understanding and affective and
motivational outcomes." learning games are a highly
proficient form of instruction for obtaining desired
learning results (Thomas M. Connolly, 2012).
3 SERIOUS GAMES: STUDY
CASES
We found the word "serious games" mentioned more
than 100 times in every research paper collected.
Based on the histogram of the most frequent words
concluded from our study mentioned earlier (Sabri
Zineb, 2020). We found the word serious games and
learning are directly connected, reflecting the focus of
research for a long time on the application of
gamification and games in education, as the best
levels of retention, content acquisition, and learning
come while playing games.
We followed this highlight in our research
because any person learns by experience, not just by
teaching. Following the traditional way as an analogy
is when you tell a small child not to touch a stove
because it's hot. The scenario usually goes like this:
you say to the child not to touch it, but the child
decides to have the experience on his own and feels
the stove. Of course, the child gets burned, but he
internalizes the experience and the lesson and decides
that touching a hot stove is bad. So, the games or
gamification works in the same fashion.
Evolved on this previous approach, we will be
presenting two games implemented using C# and
unity in this section.
3.1 Puzzle Games
Puzzle games make up a large genre of games, and
nearly every game includes a puzzle-solving strategy.
They arise from serious mathematical or logical
problems.
The puzzle games operate on many problem-
solving abilities like logic, pattern recognition,
sequence solving, spatial recognition, and word
completion.
The puzzle game developed in this present work
is for students to get them ready for their first job. The
primary purpose is to ease their integration into
professional life. The first step is to prepare a