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dc.contributor.authorRomero Rodríguez, Laura 
dc.contributor.authorSánchez Alzola, Alberto 
dc.contributor.authorSalazar Couso, Alejandro 
dc.contributor.otherEstadística e Investigación Operativaes_ES
dc.contributor.otherMáquinas y Motores Térmicoses_ES
dc.date.accessioned2025-11-17T07:59:29Z
dc.date.available2025-11-17T07:59:29Z
dc.date.issued2025
dc.identifier.issn1099-0542
dc.identifier.issn1061-3773
dc.identifier.urihttp://hdl.handle.net/10498/37926
dc.description.abstractThis study explores the implementation of two serious Role-Playing Game video games in engineering education, focusing on their novelty effects, impact on academic performance, and the role of prior gaming experience. Factors such as student perception of usefulness, game fun level, or motivation are considered. The games were integrated into an engineering course at the University of Cádiz (Spain) during the 2022/2023 academic year, with feedback collected from 288 students who played the first game and 252 who played the second. Results showed no significant novelty effects between new and repeating students. However, a comparison with feedback from students who had played earlier versions of the games indicated a decrease in perceived fun and overall ratings, suggesting a potential novelty effect due to prior exposure to these specific games. Despite this, motivation levels remained high, with most students reporting increased motivation and a reduction in the perceived complexity of the subject after playing. The games also positively impacted academic performance, as students who played them achieved higher scores. Additionally, general prior gaming experience did not significantly affect the games' impact, indicating their suitability for both experienced gamers and nongamers alike.es_ES
dc.formatapplication/pdfes_ES
dc.language.isoenges_ES
dc.publisherWileyes_ES
dc.rightsAtribución-NoComercial 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/*
dc.sourceComputer Applications in Engineering Education - 2025, Vol. 33 n. 3, artículo n. e70021es_ES
dc.subjectengineeringes_ES
dc.subjectgame-based learninges_ES
dc.subjectgamificationes_ES
dc.subjectserious gameses_ES
dc.subjectvideo gameses_ES
dc.titleSerious Games in Engineering Education: Assessing Novelty Effects and the Influence of Prior Gaming Experiencees_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.1002/CAE.70021
dc.relation.projectID\u201CProyectos de Innovaci\u00F3n y Mejora Docente para el curso 2021/2022.\u201Des_ES
dc.type.hasVersionVoRes_ES


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Atribución-NoComercial 4.0 Internacional
This work is under a Creative Commons License Atribución-NoComercial 4.0 Internacional