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Digitalization of educational plays for quality education

International Journal of Electrical and Computer Engineering (IJECE) · Vol. 14 No. 5 (2024)

DOI
10.11591/ijece.v14i5.pp5443-5457
ISSN
2722-2578, 2088-8708
Published
2024-10-01
Publisher
Institute of Advanced Engineering and Science
License
creativecommons.org/licenses/by-sa/4.0

Abstract

Repetitive tests on a learning material help schoolchildren to memorize and to learn this material. Psychologists call this phenomenon the testing effect. Skilled teachers use learning plays to embed routine tests in an engaging way. To widespread this practice, we propose a framework to digitize learning plays embedding routine tests into educational videogames. We have identified the smallest set of game design elements required to build an educational videogame out of a learning play. We have used the self-determination theory to group game design elements, and to define a breakdown structure for engagement engineering. This structure helps select the appropriate design elements for an engagement driver. We have applied the framework to digitize a learning play. We have tested the digital play with 238 schoolchildren who considered it as a video game. The video game tested a proposed pattern to create challenges allowing an engaging flow experience. The pattern increased responses (9%) and created time distortion (24%). Delivering rewards following variable schedules reduced errors (49%) and increased time distortion (16%). This research explores how to digitize learning plays into engaging educational video games and how to design engaging video games to remediate missed learning.

Collaboration network of the authors

19 authors · 39 co-authorship links

Hover or tap a name to highlight its co-authors. Double-click to open the author's page.

  • Abdelmalek Essaâdi University
  • Affiliation unknown
  • Different organisations
  • Same organisation
  • Affiliation unknown
  • Thicker line = more joint articles · bigger circle = more articles
Show as table
Co-authorOrganisationJoint articles
Abdelhadi FennanAbdelmalek Essaâdi University2
Soumaya LoukiliAbdelmalek Essaâdi University2
Amine BelahbibeAbdelmalek Essaâdi University2
Anasse HanafiAbdelmalek Essaâdi University2
Lotfi El AchaakAffiliation unknown2
Anas SofiAffiliation unknown1
K. RokyAffiliation unknown1
Ibrahim Hadj BarakaAffiliation unknown1
Amine BelahbibAbdelmalek Essaâdi University1
Mohamed BouhormaAffiliation unknown1
Othman Bakkali YedriAbdelmalek Essaâdi University1
Abdelali SlimaniAbdelmalek Essaâdi University1
Fatiha ElouaaiAbdelmalek Essaâdi University1
Hicham Gibet TaniAbdelmalek Essaâdi University1
Chaker El AmraniAbdelmalek Essaâdi University1
Abderrahim GhadiAbdelmalek Essaâdi University1

Affiliations come from OpenAlex; journal OAI-PMH metadata carries none. Authors without an OpenAlex ID are matched by name, which can merge or split people.

This record comes from Crossref (what the publisher deposited), because the journal's own OAI-PMH endpoint could not be harvested.

Metadata source: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2088-8708/works, first harvested 27 Okt 2026, last seen 27 Okt 2026.
Metadata as oai_dc, converted from Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>Digitalization of educational plays for quality education</dc:title><dc:creator>Soulimani, Younes Alaoui</dc:creator><dc:creator>Elaachak, Lotfi</dc:creator><dc:creator>Bouhorma, Mohammed</dc:creator><dc:description>&lt;jats:p&gt;Repetitive tests on a learning material help schoolchildren to memorize and to learn this material. Psychologists call this phenomenon the testing effect. Skilled teachers use learning plays to embed routine tests in an engaging way. To widespread this practice, we propose a framework to digitize learning plays embedding routine tests into educational videogames. We have identified the smallest set of game design elements required to build an educational videogame out of a learning play. We have used the self-determination theory to group game design elements, and to define a breakdown structure for engagement engineering. This structure helps select the appropriate design elements for an engagement driver. We have applied the framework to digitize a learning play. We have tested the digital play with 238 schoolchildren who considered it as a video game. The video game tested a proposed pattern to create challenges allowing an engaging flow experience. The pattern increased responses (9%) and created time distortion (24%). Delivering rewards following variable schedules reduced errors (49%) and increased time distortion (16%). This research explores how to digitize learning plays into engaging educational video games and how to design engaging video games to remediate missed learning.&lt;/jats:p&gt;</dc:description><dc:publisher>Institute of Advanced Engineering and Science</dc:publisher><dc:date>2024-10-01</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:format>application/pdf</dc:format><dc:identifier>https://doi.org/10.11591/ijece.v14i5.pp5443-5457</dc:identifier><dc:identifier>10.11591/ijece.v14i5.pp5443-5457</dc:identifier><dc:source>International Journal of Electrical and Computer Engineering (IJECE); Vol 14 No 5 (2024); 5443</dc:source><dc:source>2722-2578</dc:source><dc:source>2088-8708</dc:source><dc:relation>https://ijece.iaescore.com/index.php/IJECE/article/viewFile/35517/17684</dc:relation><dc:rights>http://creativecommons.org/licenses/by-sa/4.0</dc:rights></oai_dc:dc>