Integrating Serious Games in Education: Advancing Inclusive Design
Belma Ramic-Brkic
a
, Hana Ibric and Bojan Mijatovic
b
Faculty of Computer Science, University Sarajevo School of Science and Technology, Bosnia and Herzegovina
{belma.ramic, bojan.mijatovic}@ssst.edu.ba, hana.ibric@stu.ssst.edu.ba
Keywords:
Game-Based Learning, Serious Games, Education, User-Centered Design.
Abstract:
Game-based learning is becoming an increasingly valuable tool for enhancing education, especially for young
learners. This study explores the usability, engagement, and educational impact of a serious game designed
to help children develop skills in math and logic, colors, reading and writing, and shapes through interactive
gameplay. The game was tested by both children and adults, with feedback gathered through scaled question
responses, open-ended suggestions, and task-related questions. The results show that children found the game
intuitive and enjoyable, with particularly high ratings for interface usability and clarity of instructions. While
adults provided a different perspective from the target audience, their feedback offered useful insights for
improving the game’s design. These findings highlight the importance of user-centered design and adaptive
learning approaches in creating engaging and effective educational games.
1 INTRODUCTION
Modern education is increasingly exploring innova-
tive methods to enhance learning experiences. With
technological advancements reshaping the educa-
tional landscape, it has become crucial to integrate
these tools effectively into the classroom. The inter-
net has been a constant presence in the lives of Gener-
ation Z, making them a highly technologically adept
generation. Technology profoundly influences vari-
ous aspects of their lives, including their approach to
studying. Recent studies suggest that children, on av-
erage, spend a significant portion of their daily lives
online, with some reports indicating over 10 hours of
screen time per day. Furthermore, by the age of 20,
many will have accumulated more than 30,000 hours
of video game play (Anderson and Dill, 2000; Przy-
bylski and Weinstein, 2013; CoderZ, 2024).
The gaming industry is one of the fastest-growing
sectors within information technology. Many edu-
cators have recognized the potential of game-based
learning and educational video games, incorporat-
ing these high-tech strategies into teaching practices
rather than relying solely on traditional methods. Ad-
ditionally, such tools are invaluable for parents, as on-
line educational applications and games offer engag-
ing ways to entertain and educate children simultane-
ously.
a
https://orcid.org/0000-0002-8205-0137
b
https://orcid.org/0000-0002-2166-3837
Educational games combine entertainment with
learning, making them engaging and effective tools
for knowledge acquisition. They are designed
to help individuals grasp complex concepts, de-
velop problem-solving abilities, and acquire domain-
specific knowledge. While some games are tailored
to particular subjects, others provide opportunities to
develop a broad range of skills and knowledge. By
harnessing the power of serious games, educators can
create inclusive learning environments that cater to di-
verse learner needs and abilities.
However, despite the growing adoption of game-
based learning, challenges remain in ensuring in-
clusivity, accessibility, and effectiveness across di-
verse learner groups. Particularly, designing educa-
tional games for children with disabilities requires
careful consideration of pedagogical frameworks and
user engagement strategies (Ramic-Brkic and Balik,
2023). This study explores these aspects, focusing on
how serious games can enhance learning experiences
while addressing key barriers in game-based educa-
tion.
2 RELATED WORK
Game-based learning is not a new concept, but it has
become an increasingly popular medium due to its
engaging and interactive nature (Prensky, 2003). As
a result, gamification is being incorporated into vari-
812
Ramic-Brkic, B., Ibric, H. and Mijatovic, B.
Integrating Serious Games in Education: Advancing Inclusive Design.
DOI: 10.5220/0013499700003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 812-821
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
ous areas of training, education and therapy enhance-
ment (Medica Ru
ˇ
zi
´
c and Duman
ˇ
ci
´
c, 2015; Balik and
Ramic-Brkic, 2019; Ramic-Brkic et al., 2021). One
particularly promising application of gamification and
game-based learning is in early childhood and el-
ementary education (Christopoulos and Mystakidis,
2023; Alotaibi, 2024). Various research groups are
experimenting with different approaches, highlight-
ing numerous benefits of game-based learning:
Enhancing hand-eye coordination: The use of a
mouse, keyboard, or game controller can signif-
icantly improve hand-eye coordination in young
learners (Granic et al., 2014; CoderZ, 2024).
Improving analytic skills: Games teach that
problem-solving requires practice, encouraging
learners to learn from their mistakes, show per-
sistence, and embrace repeated attempts (Hamari
et al., 2014; Play2Health, 2021).
Expanding memory capacity: Many educa-
tional games involve memorization tasks, which
strengthen memory skills. Fostering memory de-
velopment at an early stage can have long-term
benefits across various areas of life (Cardoso-
Leite et al., 2020; Bediou et al., 2023; CoderZ,
2024).
Supporting children with attention disorders: Nu-
merous studies indicate that educational video
games can improve focus in children with atten-
tion challenges, such as those with autism (Green
and Bavelier, 2012; Jim
´
enez-Mu
˜
noz et al., 2022;
CoderZ, 2024).
Furthermore, research has shown that teaching
children numeracy through games yields positive re-
sults (Nand et al., 2019). Another group developed
several serious games based on Montessori pedagogi-
cal principles (Plekhanov, 1992), with highly positive
outcomes (Lamrani and Abdelwahed, 2020). Design-
ing educational games for younger learners should
prioritize simple, colorful visual schemes and intu-
itive controls, as demonstrated in this project (Oyshi
et al., 2018). A research group from the University
of Malang conducted several studies on the effective-
ness of gamification models for children. Their find-
ings once again confirmed positive outcomes but also
highlighted a general limitation: the lack of extensive
data in studies involving children (Fadhli et al., 2020).
The trend of game-based learning is also expand-
ing to teenagers, who are acquiring advanced skills
through innovative STEM (He et al., 2019) and pro-
gramming courses (De Kereki et al., 2018). Re-
searchers are investigating whether a correlation ex-
ists between teenagers who play games and their per-
formance in STEM courses compared to those who
do not (Homen and Juri
ˇ
ci
´
c, 2023). However, further
analysis is necessary to obtain more robust results.
Additionally, the integration of new technologies is
crucial for incorporating gamification elements. One
notable example is the use of VR devices in educa-
tion, which has been explored in (Guo et al., 2021).
A particularly important and evolving area of
game-based learning research involves children with
disabilities. A systematic review conducted by re-
searchers (Jad
´
an-Guerrero et al., 2023) highlights
“growth in scientific production related to gamifica-
tion and the education of children with disabilities
over the years, although with a decrease in recent
years. The development of design frameworks for
educational games must be approached with great
care when including children with autism. However,
research (Mubin and Poh, 2019) has shown that this
is rarely the case, further emphasizing the need for
greater efforts in this field.
Student-driven innovation plays a significant role
in advancing this field. As part of this research,
a student-developed game project has been evalu-
ated to demonstrate how learners themselves can con-
tribute to the development of educational tools. Such
projects not only showcase the creative potential of
students but also highlight their ability to address real-
world educational challenges through technology. By
involving students in the development process, educa-
tors can foster innovation, encourage ownership, and
ensure that the resulting games resonate deeply with
their intended audience. The work presented here rep-
resents our contribution to this field.
3 METHODOLOGY
This study employs a mixed-methods approach to
evaluate the effectiveness and inclusivity of a serious
game designed to support children. A survey was de-
veloped to gather feedback from students who inter-
acted with the game, assessing their experiences from
a child’s perspective.
3.1 Participants
The survey included a total of 30 participants: 13 chil-
dren aged 6 to 11 and 17 adults, including college
students and employees, aged 16 to 54. This diverse
participant pool provided valuable insights into how
individuals of varying ages engage with and perceive
the designed serious game.
Integrating Serious Games in Education: Advancing Inclusive Design
813
3.2 Survey Design
The survey consists of a structured feedback form that
integrates both quantitative and qualitative data col-
lection methods. It includes a mix of scaled questions,
open-ended questions, and specific tasks designed to
assess various aspects of the game. The primary focus
is on how well the game meets the needs of children,
particularly in terms of accessibility, engagement, and
educational outcomes.
1. Scaled questions: These questions allow partici-
pants to rate different aspects of the game (e.g.,
usability, enjoyment, clarity) on a Likert scale.
This provides measurable data on the game’s ef-
fectiveness in addressing the needs of children.
2. Open-ended questions: These questions offer par-
ticipants the opportunity to share their insights,
suggestions, and any concerns they may have re-
garding the game. Their feedback will help iden-
tify potential areas for improvement and guide fu-
ture iterations of the game design.
3. Specific tasks: Participants were asked to com-
plete tasks within the game and provide feedback
on their experiences. These tasks aim to evalu-
ate the game’s ability to engage users and facili-
tate learning in a way that is accessible to children
with disabilities.
3.3 Data Collection
The survey was distributed to adult participants via a
Google Forms link. To accommodate linguistic dif-
ferences, we created two versions of the survey: one
in English and one in the local language, as younger
children might struggle with answering questions in
English. The game session was conducted in the
classroom, ensuring a familiar and comfortable en-
vironment for the participants. Each session was in-
dividual, allowing for personalized attention. After
completing the game, the participants were given the
survey link, and children completed the questionnaire
on-site with the assistance of the experiment leader.
3.4 Game Development Process
The Computer Graphics group project involved de-
signing and developing an educational first-person
(FP) computer game using Unity game engine. Unity
Engine stood out as the ideal choice for this project
due to its remarkable versatility, robust capabili-
ties, and thriving development community. Students
worked in teams to create a stimulating game environ-
ment with four distinct educational activities: Math
and Logic, Colors, Reading and Writing, and Shapes.
The project milestones include:
Planning and Design (2-3 weeks). During this
milestone,
Development (4-6 weeks)
Testing and Debugging (2-3 weeks)
Finalization and Presentation (1 week)
Deployment
3.5 Educational Goals
This educational game aims to foster learning and en-
gagement by offering interactive activities across four
domains:
Math and Logic: Encourage logical thinking and
problem-solving.
Colors: Teach color recognition and associations.
Reading and Writing: Promote literacy skills
through interactive tasks.
Shapes: Enhance spatial reasoning and shape
identification.
Each activity must include a minimum of four levels,
providing progressively challenging tasks that cater
to different age groups. To ensure an immersive and
educational experience, teams integrated audio and
visual feedback throughout the game.
Game mechanics were designed to support learning
objectives in the following way:
Reinforcement through rewards: The game in-
corporates a reward system in the form of au-
ditory feedback and progress indicators to en-
courage correct responses. This mechanic sup-
ports positive reinforcement, a widely recognized
learning strategy, particularly effective for chil-
dren with Autism in reinforcing desired behav-
iors and skills. For example, the progress indi-
cator displays the number of components yet to
be collected or found, while auditory feedback re-
mains positive even when an incorrect answer is
given, using encouraging phrases such as “Please
try again.
Task-based progression: The game structure
consists of sequential tasks that ensure players
progress from simple to more complex chal-
lenges. This scaffolding approach aligns with
Bloom’s taxonomy, fostering cognitive develop-
ment by gradually reinforcing skills. This is par-
ticularly evident in the math game, where task
complexity increases with each new level.
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814
Repetitive play for skill growth: By incorporat-
ing repetitive actions, the game reinforces learn-
ing through practice, which is particularly benefi-
cial for motor skills, and pattern recognition. This
is especially evident in the sports game, where the
player repeatedly shoots a ball into the goal, with
only the color of the ball changing.
The game was designed with inclusivity in mind, par-
ticularly to accommodate players with Autism Spec-
trum Disorder. Key elements contributing to its inclu-
sive design include:
Positive language and feedback: The language
used throughout the game is positive and encour-
aging. Instead of negative indicators or “x” marks
when an incorrect answer is given or when a task
is not completed on time, the game uses support-
ive messages such as “Please try again” to pro-
mote a growth mindset.
Clear instructions and guidance: The user inter-
face includes simplified instructions and visual
cues, making it easier for players to navigate the
game. This support is essential for players with
diverse learning needs.
Bright and clear colors: The game utilizes bright
and clear colors to capture attention and maintain
engagement. These visual elements are particu-
larly beneficial for players who may need addi-
tional stimuli to focus.
Easy task progression: The game structure allows
for straightforward progression through tasks,
which helps players easily track their progress and
fosters a sense of accomplishment.
3.6 Technical Design
The project involved multiple technical components:
Game environment - A user-friendly home screen;
A visually appealing and immersive environment
that motivates exploration.
Activity development - Each activity is developed
as a set of levels within the game, ensuring com-
patibility with the main environment. Audio and
visual feedback enhance the interactive experi-
ence.
Game engine implementation - Unity is used to
create game menus, physics, and gameplay me-
chanics. The design includes clear instructions
and help files to guide users through the experi-
ence, ensuring accessibility for diverse learners.
Platform and input methods - The game is de-
signed for PC, allowing for a controlled and scal-
able learning environment. It supports keyboard
and mouse inputs to provide an easy, intuitive and
accessible interaction model for players.
4 CASE STUDY: THE SERIOUS
GAME
We aimed to create a game that is both fun and en-
gaging for children aged 4 to 8. The goal was to en-
courage an interest in gaming while promoting phys-
ical activities. Players take on the role of explorers
in a vibrant park, making decisions and actively par-
ticipating in their gaming journey. They can choose
their preferred sporting activity, learn numbers or col-
ors, and navigate through a beautifully designed park
(see Figure 1). These interactions are intended to en-
hance decision-making skills and foster a sense of in-
dependence and engagement. By exploring different
pathways and interacting with the environment, play-
ers unlock various game modes, encouraging active
participation and a personalized gaming experience.
Figure 1: The welcome screen of the game.
4.1 Genre
This game represents an unique blend of adventure,
learning, and sports, combining the thrill of explo-
ration with the joy of physical activities. This combi-
nation creates an immersive and entertaining experi-
ence for young players. By intertwining these genres,
the game offers a balance of discovery, movement,
and sportsmanship, catering to the natural curiosity
and energy of children aged 4 to 8. The genre blend
fosters both cognitive and physical development in an
engaging and interactive way.
4.2 Target Audience
As mentioned earlier, this game is designed specif-
ically for kids aged 4 to 8, offering a user-friendly
and enjoyable experience. Special attention has been
given to the game’s visuals and functionality to en-
sure it appeals to this age group. The primary ob-
Integrating Serious Games in Education: Advancing Inclusive Design
815
jective is to spark curiosity, support decision-making,
and immerse children in a virtual world tailored to
their developmental stage. The game promotes learn-
ing and fun simultaneously, making it a valuable tool
for growth and entertainment.
4.3 Game World Description
The game is set in a carefully designed park filled
with lively and appealing elements (Figure 2). The
environment features lush greenery, benches, tower-
ing trees, and colorful flowers placed thoughtfully
throughout the landscape. Winding pathways lead
players to various activity zones, such as areas for
sports games (Figure 3), math challenges (Figures 4
and 5), reading-writing activities (Figures 6 and 7),
and shapes (Figures 8 and 9). A nearby school adds
an element of familiarity and community, further en-
hancing the immersive experience (Figure 10).
While the general story and theme were discussed
collaboratively, the UI design and visual style of the
game vary across different activities, as each was de-
veloped by a different team. After agreeing on the
core concept, individual teams had the creative free-
dom to design their respective sections while keep-
ing the overarching narrative in mind. This approach
resulted in diverse stylistic choices across the games,
reflecting different artistic interpretations while main-
taining a cohesive learning environment.
This carefully crafted world invites exploration
and offers a visually stimulating backdrop, making
it an ideal setting for young players to embark on
their adventures. Furthermore, the bright colors used
across all games are visually stimulating and help
capture the attention of players. The calming and en-
gaging background sounds, along with generally pos-
itive feedback, create an inviting atmosphere. Ad-
ditionally, the clear and manageable tasks that build
upon one another represent key inclusive features that
are specifically designed to support a wide range of
learning needs and styles.
Figure 2: The game environment.
Figure 3: The Color game implemented through various
sports.
Figure 4: Math game.
Figure 5: Math game.
Figure 6: The Reading and Writing game.
ERSeGEL 2025 - Workshop on Extended Reality and Serious Games for Education and Learning
816
Figure 7: The Reading and Writing game.
Figure 8: The Shapes game.
Figure 9: The Shapes game.
Figure 10: The nearby school environment within the game
world.
5 RESULTS AND EVALUATION
The study involved 13 children (8 males, 5 females)
who evaluated the serious game using a 5-point Likert
scale (1 = strongly disagree, 5 = strongly agree). No-
tably, participants only provided ratings of 3, 4, or 5,
indicating generally highly positive perceptions (Fig-
ure 11).
We used the Likert scale to cover six key aspects:
clarity of instructions, level complexity, engagement
of visuals and sounds, educational effectiveness, level
progression, and interface usability. The percentage
distribution of responses is as follows:
Game Instructions Clarity: 85% of participants
strongly agreed (5) that the instructions were clear
and easy to understand, while 15% provided an
agree rating (4).
Level Complexity: 46% of participants strongly
agreed (5) that the levels were appropriately com-
plex, while 38% rated them as 4, and 15% were
neutral (3).
Engagement of Visuals and Sounds: The visuals
and sounds were well received, with 85% rating
them as highly engaging (5), 8% as 4, while 8%
remained neutral (3).
Educational Effectiveness: 77% of children
strongly agreed (5) that the game effectively
teaches math, logic, colors, and shapes, while
15% rated it as 4, and 8% as neutral (3).
Level Progression: 69% of participants found the
level progression natural and intuitive (5), while
31% rated it as 4.
Interface Usability: The interface was highly
rated, with 92% of children strongly agreeing (5)
that it was simple to navigate without frustration,
while only 8% rated it as 4.
Figure 11: The results of scaled questions for Children
group of participants.
Within Open-Ended questions, children high-
lighted the elements of the game that they found most
engaging. The responses indicate a strong preference
for sports and mathematics. The inclusion of colors
Integrating Serious Games in Education: Advancing Inclusive Design
817
and education-related features also stands out, sug-
gesting that the combination of playful elements and
educational content is appealing.
Children didn’t find any elements confusing or
frustrating, which suggests that the game design is in-
tuitive and engaging for them. This aligns with the re-
sults from the previous distribution of the Likert scale.
The children’s feedback highlighted a strong pref-
erence for more sports, particularly football, in the
game’s educational content, suggesting that the inte-
gration of sports-themed learning activities was well-
received. They also enjoyed the visual aspects of the
game, especially nature settings and the use of colors,
which enhanced their overall experience. In addition
to sports, children appreciated the educational value
of math-related content, particularly activities involv-
ing addition and subtraction.
In the “Specific Tasks” section of the ques-
tionnaire, three task-related questions were asked:
whether the “Shapes and puzzle” level was intuitive,
whether the difficulty progression in the “Math &
logic” section was logical, and whether the navigation
in the main environment was straightforward. All par-
ticipants responded positively, with 100% answering
“Yes” to each question. This indicates that the chil-
dren found the level intuitive, the difficulty progres-
sion logical, and the navigation straightforward, with
no additional comments provided. These results sug-
gest that these aspects of the game were well-received
and functioned as intended.
Within the adult group, the study involved 17 par-
ticipants, including 9 males and 8 females. Their re-
sults for the scaled questions are presented below in
Figure 12:
Figure 12: The results of scaled questions for Adults group
of participants.
The evaluation by adults group reveals largely
positive feedback:
The majority of respondents found the game’s in-
structions clear and easy to understand, with 36%
rating them at the highest levels (Likert 4 and 5)
and no participants selecting the lowest rating.
Regarding level complexity, while most users
(65%) rated it positively (Likert 3-5), a small por-
tion (12%) found the difficulty less appropriate
(Likert 2).
The visual and auditory elements of the game re-
ceived generally favorable feedback, with 65% of
participants giving high ratings (Likert 4 and 5).
However, 12% of respondents expressed dissatis-
faction (Likert 1), indicating room for improve-
ment in engagement.
In terms of educational effectiveness, 76% of par-
ticipants rated the game highly (Likert 4 and 5) for
teaching math, logic, colors, and shapes, while a
small portion (6%) felt it was ineffective.
The progression between levels was perceived as
natural and intuitive by most participants (76%
rated it Likert 3-5). However, 12% of users found
the progression less satisfactory (Likert 2), sug-
gesting that some adjustments may be beneficial.
Finally, the game’s interface was one of its
strongest aspects, with 71% of participants giv-
ing the highest rating (Likert 5). This suggests
that navigation was smooth and user-friendly,
with only a minimal percentage (6%) experienc-
ing frustration.
The analysis of open-ended responses from the
adult participant group revealed the following key
findings:
They found the game’s visuals, colors, and 3D
models highly appealing, with some comparing
the design to Minecraft; they also appreciated the
ease of navigation and smooth gameplay, while a
few emphasized the game’s educational value and
potential to help children.
The most commonly reported frustration among
adult participants was the lack of clear in-
structions, with multiple respondents noting that
some games had unclear goals or missing guid-
ance, leading to confusion. Additionally, some
found specific UI elements, navigation between
minigames, and inconsistent visual/audio cues to
be challenging. Other concerns included techni-
cal issues such as frame rate drops and bugs, as
well as confusion regarding specific mechanics,
like losing a heart after scoring in the basketball
game. While some participants reported no is-
sues, these responses suggest that improving in-
structions, UI clarity, and game consistency could
enhance the overall user experience.
While some participants felt the educational
content was already effective, others suggested
clearer instructions, more games and levels, adap-
tive difficulty, and randomized tasks to enhance
engagement. One response emphasized adding
communication skill activities like role-playing
ERSeGEL 2025 - Workshop on Extended Reality and Serious Games for Education and Learning
818
and interactive storytelling, while others recom-
mended refining math challenges and improving
responsiveness for a better learning experience.
Participants noted that children would likely enjoy
the game’s vibrant colors, sports-themed games
like basketball, and the cartoon-like environment.
To make the game more engaging, participants
suggested adding clearer instructions, more ani-
mations, and sound effects. Other ideas included
introducing a running feature, making the games
slightly more challenging, and improving game
navigation (e.g., not starting from the beginning
after exiting a portal).
In the “Specific Tasks” section of the question-
naire, adult participants were given the same tasks as
the child participants. As expected, the results differ,
as shown in Figure 13:
Figure 13: The results of “Specific tasks” questions for
Adults group of participants.
The results indicate generally positive feedback
regarding the intuitiveness of the game’s elements, but
also some room for improvement in specific areas.
“Shapes and puzzle” level intuitiveness: A major-
ity of participants (59%) found the ”Shapes and
puzzle” level intuitive, with an additional 29%
expressing a somewhat positive opinion. How-
ever, 12% of respondents found it not intuitive,
suggesting that some users may have encountered
challenges or confusion with this level’s design
or instructions. Participants who selected “Some-
what” mentioned a few issues that impacted in-
tuitiveness, such as the lack of clear instructions,
an incorrect image for selecting a circle, and the
sequential popping up of objects instead of dis-
playing them all at once. These issues may have
caused confusion and made the level less intuitive
for some users.
Difficulty progression in the “Math & logic” sec-
tion: The majority (76%) of participants found the
difficulty progression in the “Math & logic” sec-
tion logical, indicating effective challenge escala-
tion. However, 18% felt the progression could be
better calibrated, which may be linked to specific
usability concerns. For instance, the “Somewhat”
response regarding the inability to change incor-
rect answers suggests that while the difficulty it-
self is generally appropriate, some aspects of user
interaction such as not being able to correct
mistakes — may hinder the flow and adaptability
of the experience. This minor frustration could be
contributing to the 18% who found the progres-
sion less logical, pointing to the need for more
flexible mechanics that allow for error correction
and a smoother learning process.
Navigation in the main environment: While the
majority (82%) of participants found the naviga-
tion in the main environment straightforward, the
“Somewhat” response highlights a specific frus-
tration related to the portal feature. The partic-
ipant mentioned that the environment feels open
world, offering a sense of freedom, but the por-
tal resets the player to the beginning, which can
be frustrating. This indicates that while the over-
all navigation is user-friendly, minor adjustments
to the portal system — such as allowing players to
maintain progress or continue from their last loca-
tion could improve the experience and reduce
frustration for some users.
6 DISCUSSION
The results of scaled questions for children group of
participants demonstrate that none of the participants
rated any aspect below 3, suggesting that the game
was mostly well-received. The most positively rated
aspects were interface usability (92% strongly agree-
ing) and clarity of instructions (85% strongly agree-
ing), indicating that the game was intuitive and easy
to use.
While the level complexity received the most var-
ied responses (46% strongly agreeing, 38% agreeing,
and 15% neutral), this suggests that some participants
may have found the difficulty level either too easy or
too challenging. Future iterations of the game could
consider adaptive difficulty to better match different
skill levels.
Children feedback suggested that expanding the
variety of sports, emphasizing football, and continu-
ing to focus on visually engaging environments and
math challenges would further enhance the game’s
appeal and educational effectiveness.
The children’s feedback on features that could
make the game more engaging included suggestions
like adding a kicking the ball feature. They also sug-
gested incorporating a drawing feature, allowing for
Integrating Serious Games in Education: Advancing Inclusive Design
819
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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