
more creativity within the game. Some responses in-
dicated no changes were needed, while others sug-
gested improving the game’s start or adding more
math challenges, such as multiplication and division.
Additionally, there was a request for better lighting of
objects that need to glow, highlighting an opportunity
to enhance the visual effects for clarity and impact.
The analysis of adult participants’ feedback re-
veals a generally positive reception of the game, par-
ticularly its visuals, 3D models, and smooth game-
play. Many adults appreciated the game’s educational
potential and ease of navigation, with some compar-
ing it to Minecraft. However, a key frustration was the
lack of clear instructions, which led to confusion, es-
pecially regarding game goals and mechanics. While
their feedback provides valuable insights into usabil-
ity, design, and educational effectiveness, the results
(see Figure 12) indicate that their perceptions may
differ from those of the actual target audience. Adults
might have higher expectations regarding complex-
ity, engagement, and progression, which could ex-
plain some of the mixed ratings, particularly in as-
pects such as visuals and level design. Additionally,
while they can objectively assess clarity and naviga-
tion, their ability to gauge how engaging or intuitive
the game would be for children remains limited.
Adult participants also provided valuable sugges-
tions for improving the game’s engagement and edu-
cational content. While the majority found the diffi-
culty progression in the Math & logic section effec-
tive, some felt it could be better calibrated, particu-
larly through adaptive difficulty and the ability to cor-
rect mistakes. Additionally, features like more anima-
tions, sound effects, and a running feature were rec-
ommended to increase engagement. In terms of nav-
igation, although most participants found it straight-
forward, a few expressed frustration with the portal
system, which resets progress, suggesting that allow-
ing players to continue from their last location could
reduce frustration. Overall, these insights point to
several opportunities for refining the game, particu-
larly in the areas of instructions, UI consistency, and
user flexibility.
7 CONCLUSION AND FUTURE
WORK
The results of this study demonstrate that the game
was well-received by children, particularly in terms
of usability and clarity of instructions. The high rat-
ings suggest that the game successfully provides an
intuitive and engaging learning experience. However,
the varied responses regarding difficulty level high-
light the need for adaptive gameplay to accommodate
different skill levels. Expanding content variety, es-
pecially in sports-related themes, and enhancing in-
teractive elements could further improve the game’s
appeal.
Future work should focus on refining adaptive
difficulty mechanisms and testing long-term learning
outcomes. By continuously iterating based on user
feedback, serious games like the one presented here
can become more effective tools for education, offer-
ing engaging, personalized, and inclusive learning ex-
periences for diverse learners.
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