Serious Games Serving Integration of Graduated Students:
Review and Study Cases
Sabri Zineb
1
, Moumen Aniss
2
and Youssef Fakhri
3
1
Laboratory of Computer Science, Ibn Tofaïl University, Kenitra, Morocco
2
National School of Applied Sciences, Ibn Tofaïl University, Kenitra, Morocco
3
Laboratory of Computer Science, Ibn Tofaïl University, Kenitra, Morocco
Keywords: Serious game, Education, Curriculum vitae, Employment, Unity, Games, Interview
Abstract: Education systems have been applying games for a long time. Use serious games to increase the accessibility
and inclusion of graduated students to the job markets are considering by our research. We intend to make it
easy and more efficient. We started by conducting a systemic literature review of the application of games
and gamification in learning, and it proved to be an effective and interactive tool. We found insightful results
concerning the applications of game elements and mechanics in education. This paper will present an updated
literature review; we collected hundreds of documents from multiple research databases discussing the
learning theories, game theory and design, game development process, and tools. Then we will be presenting
a practical work we conducted in the context of our research as an open workshop to create starting games.
The first one is a drag and drop game to prepare a resume which is the first step of a laureate's career to set
himself apart from others. The second one is a quiz game to prepare the laureate for interviews, make the best
impression and show his qualification.
1 INTRODUCTION
A prominent number of tools, technologies and
programs have been created throughout the last
decade to increase the quality of learning and improve
the educational systems. Still, how effective they are
to achieve the intended outcomes? However, games
proved to be a very effective and successful learning
tool to reach them. A game can help students learn
multiple training, skills, and new abilities, so why not
use them to integrate graduated students inside
companies successfully, all along by being engaged,
motivated, and having fun.
In our last paper, we explored the application of
serious games and gamification in the educational
field by reviewing the recent literature, identifying
the elements involved in the gamification process and
explaining the game elements as a proof of concept
(Sabri Zineb, 2020).
In this paper, we conduct an updated statistic; then,
we will present how the learning model (Keller JM,
1983) based on attention, relevance, confidence and
satisfaction leads us to two games to help the
graduated students.
2 LITERATURE REVIEW
As the literature review is always an important
milestone to reach in a research journey, we updated
our corpus of data to enlarge our analysis and
synthesis based on hundreds of papers retrieved from
different research databases. We witnessed many
studies in this field confirming the potential of games
and gamification to improve their effectiveness in
learning.
2.1 Methodology
We followed the methodology of N7+1 pedagogy
(O'Neill, 2017), composed of eight steps, using Nvivo
as a qualitative data analysis software to drive the
analysis of our data deeply. By following every step
of this process described below:
Zineb, S., Aniss, M. and Fakhri, Y.
Serious Games Serving Integration of Graduated Students: Review and Study Cases.
DOI: 10.5220/0010730700003101
In Proceedings of the 2nd International Conference on Big Data, Modelling and Machine Learning (BML 2021), pages 181-186
ISBN: 978-989-758-559-3
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
181
Figure 1: N7+1 approach and steps.
2.2 Corpus Presentation
We built a rigorous research set using different
research databases by title, abstract, and keywords.
We searched using multiple words as "gamification",
"eLearning", "serious games", and "training" to
retrieve so many different articles. We then sorted
these research papers to get only those linked to our
research study. We reassembled the sorted set in one
RIS file using the reference management software:
Zotero. Once the corpus set is completed and after
checking every research paper to ensure that title,
abstract, authors, database source and journal well
informed, to have classified literature. We imported
then the RIS file into Nvivo, which forms an
important part to analyze the data collected by
organizing, visualizing and coding it to get an
insightful finding at the end:
Figure 2: Data analysis approach.
2.2.1 Corpus Distribution by Database
Two hundred twenty-four papers were conducting
researches on gamification, and serious games
application in education and training extracted using
"Science Direct", "Springer Link", "Web of Science",
"IEEE Xplore Digital Library", and "Scopus". The
papers fetched from the research databases
distributed as the following: 45 research papers from
"Springer Link", 68 from "Science Direct", 41 from
"Scopus" and 13 from "IEEE Xplore Digital Library",
25 papers from" HAL Archives Ouvertes" and five
from" Cairn" (see Table 1).
Table 1: Distribution of sources by the database.
Database Provider Percentage of sources
ResearchGate 4.72%
Springer Link 21.23%
ScienceDirect 32.08%
Zotero 0.47%
IEEE Xplore 6.13%
Scopus 19.34%
JSTOR 1.89%
HAL Archives Ouvertes 11.79%
Cairn 2.36%
2.2.2 Corpus Distribution by Year
As displayed in the following table, our corpus
comprises different research papers from 1970 until
now. We have in our set fifteen research published in
2021, which indicates the importance of games and
education.
Table 2: Distribution of sources by year.
Year Number of matching
sources
1970 17
2005 19
2006 4
2007 13
2008 4
2009 2
2010 12
2011 19
2012 14
2013 46
2014 2
2015 8
2016 1
2017 1
2018 1
2019 1
2020 2
2021 15
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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
Serious Games Serving Integration of Graduated Students: Review and Study Cases
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professional resume following the minimum rules
that employers use.
Figure 3: Starting page of the game.
Let's detail the game basics and map it to the
dialect of games:
Table 4: Definition of the game.
The Term The
g
ame
Game goal - Build a professional
resume
Core Dynamics - Drag and Drop the
resume elements
Game Mechanics - Answer the first
questions
Play with generated blocs
to place them in the
correct positions
Game Elements - Chance: depending on
what position the player
put the generated blocs
in, he may have a good or
bad event.
- Strategy: the player
should develop a plan to
acquire and gets the rules
to win the final resume.
- Aesthetics: The visual
look of the template grid
inspires college-themed
versions of the game.
- Conflict: the player gets
into head-to-head
contests with the multiple
b
locs
g
enerate
d
.
The game's play is composed of two parts; the first
part proposes a friendly typed question to get some
data of the player to generate the proposed blocs, as
displayed in the following figure:
Figure 4: Home Page
The second part proposes to the player multiple
blocs generated on the left (see Figure 5), based on
the information he taped earlier, then he starts
enjoying by dragging and dropping the blocs on the
grid as he wants,
Figure 5: Generated blocs
if he puts the right bloc in the right place, he earns
points and indications to guide him understand how
to present himself in the resume the most effective
way to be selected amongst others,
Figure 6: Drag and drop blocs
3.2 Quiz Games
Quiz games have been prominent in our time through
tv programs and shows, game consoles, mobile
games, etc. They are widely in the education field in
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the way of learning, self-assessment, exams and
evaluations.
A quiz is composed of a flow of questions. Within
this flow, each question is designed for a specific
takeaway and requires a predefined answer.
The quiz 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. After learning the main basics to
build a professional, the graduated students will have
to pass the interviews, the second game's primary
goal.
Let's detail these game basics and map them to the
dialect of games:
Table 5: Definition of the second game.
The Term The game
Game goal - Prepare for a job
interview
Core Dynamics - Choose an answer within
multiple options
Game Mechanics - Put the player in a
problem-solving situation
or context, and let him
decide accordingly
Game Elements - Aesthetics: The visual
look of the game has
inspired a wide range of
spin-offs
- Challenge: the player gets
to challenge himself with
multiple contexts.
The game's play is composed of two parts; first
part puts the player in different contexts; the first one,
for example, while he is getting ready for the
interview at home, he should choose the clothing
style, so the game suggests him multiple choices, he
gets to choose one option by clicking on it:
Figure 7: Clothing situation
And then, the player passes to the second one, for
example:
Figure 8: Clothing indication
it's always advisable to have multiple copies of your
Resume and getting out early to be on the exact time
of the interview, even this problem-solving strategy,
is an essential skill that many recruiters and
companies require. So, this kind of game can be a
helpful way of encouraging this type of mindset and
evolving these skills.
Figure 9: Resume copy’s situation
As the player continues with the game, he earns
points as an award to attend the feeling of well-being
and pride that comes from the admiration and
recognition that winners and achievers often receive.
Figure 10: The score view
4 CONCLUSION
Evidence strongly supports the conclusion that games
can be effective, practical and efficient tools for
teaching players. Our goal to achieve is mainly easing
and make the laureate's integration into professional
Serious Games Serving Integration of Graduated Students: Review and Study Cases
185
life very successful. We started by the analysis of
literature review to prove the exciting impact of
learning through games. We implemented two early
version games to test the proposed approach before
getting deeper to create a prototype aiming to fulfil
the needs. We gathered the requirements while
interviewing multiple recruiters in different
offshoring enterprises to define the mandatory
training students must pass. Then, the soft skills they
wish laureates had before integration made it easy and
efficient.
REFERENCES
Sabri Zineb, Moumen Aniss, Fakhri Youssef. "Gamifying
eLearning to Improve Professional Integration to Labor
Market Systematic Literature Review." 2020.
Keller JM, Motivational design of instruction. In: Reigeluth
CM (ed) Instructional design theories and models.
Lawrence Erlbaum Associates, Hillsdale, 1983.
Victoria Guille ́n-Nieto, Marian Alison-Carbonell, Serious
games and learning effectiveness: The case of It's a
Deal, Computers & Education, Volume 58, Issue
1,2012, Pages 435-448, ISSN 0360- 1315.
Hanes, L., Stone, R. A model of heritage content to support
the design and analysis of video games for history
education. J. Comput. Educ. 6, 587–612 (2019).
O'Neill, M., Booth, S. (2017a). N7 + 1 Literature reviews.
A meta-analysis of the cognitive and motivational effects of
serious games.P Wouters, C Van Nimwegen, H Van
Oostendorp… - Journal of educational psychology,
2013.
Sitzmann T. A meta-analytic examination of the
instructional effectiveness of computer based
simulation games. Personnel psychology.
2011;64(2):489-528.
Connolly, T., Boyle, E., Boyle, J., Macarthur, E., & Hainey,
T. (2012). A systematic literature review of empirical
evidence on computer games and serious games.
Computers & Education, 59(2), 661-686.
https://doi.org/doi:10.1016/j.compedu.2012.03.004.
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