Call for Paper - January 2024 Edition
IJCA solicits original research papers for the January 2024 Edition. Last date of manuscript submission is December 20, 2023. Read More

Factors Influencing Serious Game’s Integration in Educational System

International Journal of Computer Applications
Foundation of Computer Science (FCS), NY, USA
Year of Publication: 2021
Yassine Chajri, Belaid Bouikhalene

Yassine Chajri and Belaid Bouikhalene. Factors Influencing Serious Game’s Integration in Educational System. International Journal of Computer Applications 183(22):11-15, August 2021. BibTeX

	author = {Yassine Chajri and Belaid Bouikhalene},
	title = {Factors Influencing Serious Game’s Integration in Educational System},
	journal = {International Journal of Computer Applications},
	issue_date = {August 2021},
	volume = {183},
	number = {22},
	month = {Aug},
	year = {2021},
	issn = {0975-8887},
	pages = {11-15},
	numpages = {5},
	url = {},
	doi = {10.5120/ijca2021921276},
	publisher = {Foundation of Computer Science (FCS), NY, USA},
	address = {New York, USA}


The serious games' integration in educational system has become necessary due to its ability to attract learners' interest, stir their enthusiasm and ensure their commitment. This makes the learning process more enjoyable and more effective. But this integration process and the lack of comprehensive approaches that evaluate these games require identifying the factors that influence this integration’s success. For this, we present in this paper the factors extracted from a survey study which targeted learners and teachers. This study aims to identify the various determinants influencing learning outcomes through games. Regarding the learners, we take into account only the characteristics which for them are indispensable in video games generally and that have been referred by more than 80% of the target group. The same percentage was also reserved for the factors that teachers admit are fundamental and crucial of the effectiveness of games’ integration into the educational system. In addition, we focus a lot on how educational skills should be conveyed through the games’ integration according to an effective pedagogical approach.


  1. Abt, C. 1970. Serious Games, University Press of America.
  2. Zyda, M. 2005. From Visual Simulation to Virtual Reality to Games, IEEE Computer, vol. 38,n° 9, p. 25-32.
  3. Michael, D. R. and Chen S. L. 2005. Serious Games : Games That Educate, Train, and Inform, Muska & Lipman/Premier-Trade.
  4. De FREITAS, S. and NEUMANN, T. 2009. The use of ‘exploratory learning’ for supporting immersive learning in virtual environments. Computers and Education Journal, 52(2), 343-352.
  5. Dupire, J., Labat, J.M. and Natkin, S. 2011. Du jeu sérieux au jeu utile. Revue d’intelligenceartificielle, 25(2), 143‑146.
  6. Wouters, P., Tabbers, H. K. and Paas, F. 2007. Interactivity in video_based models, Educational Psychology Review, p. 327 342.
  7. Pourabdollahian, B., Taisch. M. and Kerga. E. 2012. Serious Games in Manufacturing Education: Evaluation of Learner’s Engagement. Procedia Computer Science 15, 256 – 265.
  8. Charsky, D. 2010. From edutainment to serious game : A change in the use of game characterisitcs, Games and culture. p. 177-198.
  9. Felicia, P. 2009. Learning in immersive worlds : A review of game based learning, JiSC.Available, 2009.
  10. Quinche, F. 2013. Game Based Learning, Apprendre avec les jeux video, Institut suisse des médias pour la formation et la culture. Available at :
  11. Michaud, L. and Alvarez, J. 2008. Serious games : advergaming, edugaming, training…, Montpellier, Idate.
  12. Schmoll, P. 2011. Jeux sérieux : exploration d'un oxymora, Revue des Sciences sociales, Presses Universitaires de Strasbourg, Jeux et enjeux pp.158-167.
  13. MacIntyre, J. Maglogiannis, I. Iliadis, L. and Pimenidis, E. 2019. Artificial Intelligence Applications and Innovations, 15th IFIP WG 12.5 International conference , AIAI 2019. Hersonissos, Crete, Greece, Proceedings.
  14. Kuuskorpi, K. and Gonzàlez, N. 2011. The future of the physical learning environment: school facilities that support the user, CELE Exchange– ISSN 2072-7925.
  15. Alvarez, J. and DJAOUTI, D. 2010. Introduction in Serious Game (2nd ed). Question théorique.
  16. Ezziyyani, M. 2019. Advanced Intelligent Systems for Sustainable Development. Advances in Intelligent Systems and Computing. ISBN 978-3-030-11883-9.
  17. Djaouti, D. 2011. Serious Game Design : considérations théoriques et techniques sur la création de jeux vidéo à vocation utilitaire. Université de Toulouse.
  18. Serrano-Laguna, A. Manero, B. Freire, M. and Fernández-Manjón, B. 2017. A methodology to assess the effectiveness of serious games and infer player learning outcomes, Multimedia Tools and Applications.
  19. Baker, A. Zhang, J. and Caldwell, R. E. 2012. Reinforcing Array and Loop Concepts Through a Game-Like Module, The 17th International Conference on Computer Games, pp. 175-179.
  20. Malliarakis, C. Satratzemi, M. and Xinogalos, S. 2014. CMX: Implementing an MMORPG for Learning Programming, Proceeding of the European Conference on Games-based Learning, pp. 346-355.
  21. Wangenheim, G. C. Savi, R. and Borgatto, F. A. 2012. DELIVER! – An educational game for teaching Earned Value Management in computing courses, Information and Software Technology, Vol. 54, pp. 286-298.
  22. Dudzinski, M. Greenhill, D. Kayyali, R. et al. 2013. The Design and Evaluation of a Multiplayer Serious Game for Pharmacy Students, In: Proc. 7th Eur. Conf. Games Based Learn. Vols 1 2. pp 140–148.
  23. Wouters, P. Van der Spek, E. and Van Oostendorp, H. 2009. Current practices in serious game research: A review from a learning outcomes perspective, Games-based learning advancements for multisensory human computer interfaces: Techniques and effective practices, pp. 232-255.


Assessment- Educational system- Evaluation- game design- Learning outcome- Serious games