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Keywords = education serious games

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17 pages, 3578 KiB  
Article
Space Medicine Meets Serious Games: Boosting Engagement with the Medimon Creature Collector
by Martin Hundrup, Jessi Holte, Ciara Bordeaux, Emma Ferguson, Joscelyn Coad, Terence Soule and Tyler Bland
Multimodal Technol. Interact. 2025, 9(8), 80; https://doi.org/10.3390/mti9080080 - 7 Aug 2025
Abstract
Serious games that integrate educational content with engaging gameplay mechanics hold promise for reducing cognitive load and increasing student motivation in STEM and health science education. This preliminary study presents the development and evaluation of the Medimon NASA Demo, a game-based learning prototype [...] Read more.
Serious games that integrate educational content with engaging gameplay mechanics hold promise for reducing cognitive load and increasing student motivation in STEM and health science education. This preliminary study presents the development and evaluation of the Medimon NASA Demo, a game-based learning prototype designed to teach undergraduate students about the musculoskeletal and visual systems—two critical domains in space medicine. Participants (n = 23) engaged with the game over a two-week self-regulated learning period. The game employed mnemonic-based characters, visual storytelling, and turn-based battle mechanics to reinforce medical concepts. Quantitative results demonstrated significant learning gains, with posttest scores increasing by an average of 23% and a normalized change of c = 0.4. Engagement levels were high across multiple dimensions of situational interest, and 74% of participants preferred the game over traditional formats. Qualitative analysis of open-ended responses revealed themes related to intrinsic appeal, perceived learning efficacy, interaction design, and cognitive resource management. While the game had minimal impact on short-term STEM career interest, its educational potential was clearly supported. These findings suggest that mnemonic-driven serious games like Medimon can effectively enhance engagement and learning in health science education, especially when aligned with real-world contexts such as space medicine. Full article
(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
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27 pages, 965 KiB  
Review
The Effectiveness of Artificial Intelligence-Based Interventions for Students with Learning Disabilities: A Systematic Review
by Andrea Paglialunga and Sergio Melogno
Brain Sci. 2025, 15(8), 806; https://doi.org/10.3390/brainsci15080806 - 28 Jul 2025
Viewed by 294
Abstract
Background/Objectives: While artificial intelligence (AI) is rapidly transforming education, its specific effectiveness for students with learning disabilities (LD) requires rigorous evaluation. This systematic review aims to assess the efficacy of AI-based educational interventions for students with LD, with a specific focus on [...] Read more.
Background/Objectives: While artificial intelligence (AI) is rapidly transforming education, its specific effectiveness for students with learning disabilities (LD) requires rigorous evaluation. This systematic review aims to assess the efficacy of AI-based educational interventions for students with LD, with a specific focus on the methodological quality and risk of bias of the available evidence. Methods: A systematic search was conducted across seven major databases (Google Scholar, ScienceDirect, APA PsycInfo, ERIC, Scopus, PubMed) for experimental studies published between 2022 and 2025. This review followed PRISMA guidelines, using the PICOS framework for inclusion criteria. A formal risk of bias assessment was performed using the ROBINS-I and JBI critical appraisal tools. Results: Eleven studies (representing 10 independent experiments), encompassing 3033 participants, met the inclusion criteria. The most studied disabilities were dyslexia (six studies) and other specific learning disorders (three studies). Personalized/adaptive learning systems and game-based learning were the most common AI interventions. All 11 studies reported positive outcomes. However, the risk of bias assessment revealed significant methodological limitations: no studies were rated as having a low risk of bias, with most presenting a moderate (70%) to high/serious (30%) risk. Despite these limitations, quantitative results from the stronger studies showed large effect sizes, such as in arithmetic fluency (d = 1.63) and reading comprehension (d = −1.66). Conclusions: AI-based interventions demonstrate significant potential for supporting students with learning disabilities, with unanimously positive reported outcomes. However, this conclusion must be tempered by the considerable risk of bias and methodological weaknesses prevalent in the current literature. The limited and potentially biased evidence base warrants cautious interpretation. Future research must prioritize high-quality randomized controlled trials (RCTs) and longitudinal assessments to establish a definitive evidence base and investigate long-term effects, including the risk of cognitive offloading. Full article
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21 pages, 2105 KiB  
Article
Implementing Virtual Reality for Fire Evacuation Preparedness at Schools
by Rashika Tasnim Keya, Ilona Heldal, Daniel Patel, Pietro Murano and Cecilia Hammar Wijkmark
Computers 2025, 14(7), 286; https://doi.org/10.3390/computers14070286 - 18 Jul 2025
Viewed by 594
Abstract
Emergency preparedness training in organizations frequently involves simple evacuation drills triggered by fire alarms, limiting the opportunities for broader skill development. Digital technologies, particularly virtual reality (VR), offer promising methods to enhance learning for handling incidents and evacuations. However, implementing VR-based training remains [...] Read more.
Emergency preparedness training in organizations frequently involves simple evacuation drills triggered by fire alarms, limiting the opportunities for broader skill development. Digital technologies, particularly virtual reality (VR), offer promising methods to enhance learning for handling incidents and evacuations. However, implementing VR-based training remains challenging due to unclear integration strategies within organizational practices and a lack of empirical evidence of VR’s effectiveness. This paper explores how VR-based training tools can be implemented in schools to enhance emergency preparedness among students, teachers, and staff. Following a design science research process, data were collected from a questionnaire-based study involving 12 participants and an exploratory study with 13 participants. The questionnaire-based study investigates initial attitudes and willingness to adopt VR training, while the exploratory study assesses the VR prototype’s usability, realism, and perceived effectiveness for emergency preparedness training. Despite a limited sample size and technical constraints of the early prototype, findings indicate strong student enthusiasm for gamified and immersive learning experiences. Teachers emphasized the need for technical and instructional support to regularly utilize VR training modules, while firefighters acknowledged the potential of VR tools, but also highlighted the critical importance of regular drills and professional validation. The relevance of the results of utilizing VR in this context is further discussed in terms of how it can be integrated into university curricula and aligned with other accessible digital preparedness tools. Full article
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37 pages, 618 KiB  
Systematic Review
Interaction, Artificial Intelligence, and Motivation in Children’s Speech Learning and Rehabilitation Through Digital Games: A Systematic Literature Review
by Chra Abdoulqadir and Fernando Loizides
Information 2025, 16(7), 599; https://doi.org/10.3390/info16070599 - 12 Jul 2025
Viewed by 545
Abstract
The integration of digital serious games into speech learning (rehabilitation) has demonstrated significant potential in enhancing accessibility and inclusivity for children with speech disabilities. This review of the state of the art examines the role of serious games, Artificial Intelligence (AI), and Natural [...] Read more.
The integration of digital serious games into speech learning (rehabilitation) has demonstrated significant potential in enhancing accessibility and inclusivity for children with speech disabilities. This review of the state of the art examines the role of serious games, Artificial Intelligence (AI), and Natural Language Processing (NLP) in speech rehabilitation, with a particular focus on interaction modalities, engagement autonomy, and motivation. We have reviewed 45 selected studies. Our key findings show how intelligent tutoring systems, adaptive voice-based interfaces, and gamified speech interventions can empower children to engage in self-directed speech learning, reducing dependence on therapists and caregivers. The diversity of interaction modalities, including speech recognition, phoneme-based exercises, and multimodal feedback, demonstrates how AI and Assistive Technology (AT) can personalise learning experiences to accommodate diverse needs. Furthermore, the incorporation of gamification strategies, such as reward systems and adaptive difficulty levels, has been shown to enhance children’s motivation and long-term participation in speech rehabilitation. The gaps identified show that despite advancements, challenges remain in achieving universal accessibility, particularly regarding speech recognition accuracy, multilingual support, and accessibility for users with multiple disabilities. This review advocates for interdisciplinary collaboration across educational technology, special education, cognitive science, and human–computer interaction (HCI). Our work contributes to the ongoing discourse on lifelong inclusive education, reinforcing the potential of AI-driven serious games as transformative tools for bridging learning gaps and promoting speech rehabilitation beyond clinical environments. Full article
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26 pages, 863 KiB  
Systematic Review
Examining the Design Characteristics of Mnemonics Serious Games on the App Stores: A Systematic Heuristic Review
by Kingson Fung and Kiemute Oyibo
Appl. Sci. 2025, 15(14), 7772; https://doi.org/10.3390/app15147772 - 10 Jul 2025
Viewed by 264
Abstract
Research shows mnemonics promote knowledge retention in different contexts; hence, they are increasingly being used in serious games aimed to support long-term learning while providing “edutainment.” However, there is limited research on their effectiveness. As such, we conducted a systematic review of 32 [...] Read more.
Research shows mnemonics promote knowledge retention in different contexts; hence, they are increasingly being used in serious games aimed to support long-term learning while providing “edutainment.” However, there is limited research on their effectiveness. As such, we conducted a systematic review of 32 mnemonics mobile apps and evaluated them using two established frameworks from the literature. Our analysis revealed that most of the games teach language or medicine, take the form of puzzles or quizzes, and feature acronyms and/or images, with players rating them at least three out of five stars on average. All 32 apps supported feedback, interactivity, and challenge. A few supported agency, identity and self-presence, while many did not support key characteristics such as social and spatial presences. The overall finding indicates a need to create a mnemonics-based and tailored framework to guide the design of mnemonics games in the future to make them more effective. Full article
(This article belongs to the Special Issue Virtual Reality and Serious Games: Developments and Applications)
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26 pages, 15354 KiB  
Article
Adaptive Neuro-Affective Engagement via Bayesian Feedback Learning in Serious Games for Neurodivergent Children
by Diego Resende Faria and Pedro Paulo da Silva Ayrosa
Appl. Sci. 2025, 15(13), 7532; https://doi.org/10.3390/app15137532 - 4 Jul 2025
Viewed by 440
Abstract
Neuro-Affective Intelligence (NAI) integrates neuroscience, psychology, and artificial intelligence to support neurodivergent children through personalized Child–Machine Interaction (CMI). This paper presents an adaptive neuro-affective system designed to enhance engagement in children with neurodevelopmental disorders through serious games. The proposed framework incorporates real-time biophysical [...] Read more.
Neuro-Affective Intelligence (NAI) integrates neuroscience, psychology, and artificial intelligence to support neurodivergent children through personalized Child–Machine Interaction (CMI). This paper presents an adaptive neuro-affective system designed to enhance engagement in children with neurodevelopmental disorders through serious games. The proposed framework incorporates real-time biophysical signals—including EEG-based concentration, facial expressions, and in-game performance—to compute a personalized engagement score. We introduce a novel mechanism, Bayesian Immediate Feedback Learning (BIFL), which dynamically selects visual, auditory, or textual stimuli based on real-time neuro-affective feedback. A multimodal CNN-based classifier detects mental states, while a probabilistic ensemble merges affective state classifications derived from facial expressions. A multimodal weighted engagement function continuously updates stimulus–response expectations. The system adapts in real time by selecting the most appropriate cue to support the child’s cognitive and emotional state. Experimental validation with 40 children (ages 6–10) diagnosed with Autism Spectrum Disorder (ASD) and Attention Deficit Hyperactivity Disorder (ADHD) demonstrates the system’s effectiveness in sustaining attention, improving emotional regulation, and increasing overall game engagement. The proposed framework—combining neuro-affective state recognition, multimodal engagement scoring, and BIFL—significantly improved cognitive and emotional outcomes: concentration increased by 22.4%, emotional engagement by 24.8%, and game performance by 32.1%. Statistical analysis confirmed the significance of these improvements (p<0.001, Cohen’s d>1.4). These findings demonstrate the feasibility and impact of probabilistic, multimodal, and neuro-adaptive AI systems in therapeutic and educational applications. Full article
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15 pages, 3328 KiB  
Article
Evaluating Interaction Techniques in XR Environments Through the Prism of Four EduGames
by Ilias Logothetis, Vasiliki Eirini Chatzea, Iraklis Katsaris, Alexandros Papadakis, Vasileios Kontoulis, Dimitris Pirpiris, Myron Sfyrakis, Antonios Stamatakis and Nikolaos Vidakis
Information 2025, 16(7), 572; https://doi.org/10.3390/info16070572 - 3 Jul 2025
Viewed by 390
Abstract
Extended reality (XR) has emerged as a transformative technology, offering innovative ways to visualize and interact with digital content. For educators, XR constitutes a valuable tool that advances pedagogical experience and improves teaching quality and clarity. While the literature highlights case studies and [...] Read more.
Extended reality (XR) has emerged as a transformative technology, offering innovative ways to visualize and interact with digital content. For educators, XR constitutes a valuable tool that advances pedagogical experience and improves teaching quality and clarity. While the literature highlights case studies and general guidelines for XR content development, there is limited focus on interaction techniques based on a comparative methodology within educational XR games. This study evaluates different interaction techniques from developers and users perspectives to identify strengths and limitations, providing useful insights to guide future developments in the field. Performed analysis determines the context in which each technique is most effective, how different techniques can be combined, and how integration can be improved for optimal impact. Additionally, methods for transitioning from traditional interaction techniques to modern XR approaches utilizing 3D space and interaction requirements are proposed. A theoretical framework for integrating, configuring, and blending interaction techniques in XR environments tailored for educational purposes is introduced to assist developers and educators in selecting and combining techniques to maximize their effectiveness in different educational contexts and challenges. By addressing these critical aspects, this paper contributes to advancing the understanding and design of XR interaction strategies, ultimately fostering better learning experiences and leading to improved educational outcomes. Full article
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8 pages, 1945 KiB  
Proceeding Paper
Serious Game Design Integrating Design–Play–Experience Framework: Digital Interactive Experience Exploring Ecology of Palaeoloxodon
by Tzu-Chuen Lu, Yu-Ci Chen and Chun-Hsiang Chang
Eng. Proc. 2025, 98(1), 21; https://doi.org/10.3390/engproc2025098021 - 27 Jun 2025
Viewed by 309
Abstract
In this study, we developed a game related to Palaeoloxodon huaihoensis to enhance public interest in learning about its ecology. The game integrates education and entertainment elements at four interactive levels “See Sea Bones,” “Assembling Organs,” “Bacterias Cleaner,” and “Painting Elephant” to allow [...] Read more.
In this study, we developed a game related to Palaeoloxodon huaihoensis to enhance public interest in learning about its ecology. The game integrates education and entertainment elements at four interactive levels “See Sea Bones,” “Assembling Organs,” “Bacterias Cleaner,” and “Painting Elephant” to allow players to explore the fossil structure, internal organs, and historical background of Palaeoloxodon huaihoensis. In the design process, we incorporated the design–play–experience framework and the gameplay–purpose–scope (GPS) model to balance entertainment and education. To evaluate the effectiveness of the developed game, a questionnaire survey on a Likert scale was conducted with 180 participants visiting the National Museum of Natural Science, Taiwan. The results indicated that the majority of the players were satisfied with the game’s design and content, particularly in terms of its ability to stimulate creativity. This research demonstrated the potential of games in museum education and provides insights for future optimization. Full article
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19 pages, 1224 KiB  
Article
Charting the Future of Maritime Education and Training: A Technology-Acceptance-Model-Based Pilot Study on Students’ Behavioural Intention to Use a Fully Immersive VR Engine Room Simulator
by David Bačnar, Demir Barić and Dario Ogrizović
Appl. Syst. Innov. 2025, 8(3), 84; https://doi.org/10.3390/asi8030084 - 19 Jun 2025
Viewed by 777
Abstract
Fully immersive engine room simulators are increasingly recognised as prominent tools in advancing maritime education and training. However, end-users’ acceptance of these innovative technologies remains insufficiently explored. To address this research gap, this case-specific pilot study applied the Technology Acceptance Model (TAM) to [...] Read more.
Fully immersive engine room simulators are increasingly recognised as prominent tools in advancing maritime education and training. However, end-users’ acceptance of these innovative technologies remains insufficiently explored. To address this research gap, this case-specific pilot study applied the Technology Acceptance Model (TAM) to explore maritime engineering students’ intentions to adopt the newly introduced head-mounted display (HMD) virtual reality (VR) engine room simulator as a training tool. Sampling (N = 84) was conducted at the Faculty of Maritime Studies, University of Rijeka, during the initial simulator trials. Structural Equation Modelling (SEM) revealed that perceived usefulness was the primary determinant of students’ behavioural intention to accept the simulator as a tool for training purposes, acting both as a direct predictor and as a mediating variable, transmitting the positive effect of perceived ease of use onto the intention. By providing preliminary empirical evidence on the key factors influencing maritime engineering students’ intentions to adopt HMD-VR simulation technologies within existing training programmes, this study’s findings might offer valuable insights to software developers and educators in shaping future simulator design and enhancing pedagogical practices in alignment with maritime education and training (MET) standards. Full article
(This article belongs to the Special Issue Advanced Technologies and Methodologies in Education 4.0)
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12 pages, 943 KiB  
Proceeding Paper
Systematic Review of AI-Driven Personalization in Serious Games for Teaching at the Right Level in Morocco
by Najlae Abarghache, Younès Alaoui Soulimani, Lotfi Elaachak and Abderrahim Ghadi
Comput. Sci. Math. Forum 2025, 10(1), 3; https://doi.org/10.3390/cmsf2025010003 - 16 Jun 2025
Viewed by 429
Abstract
Digitalization has shaped every part of our world, from education to healthcare, from finance to entertainment, and from manufacturing to social interactions. This digital transformation has put tremendous power in the hands of individuals and delivered even better results than sticking to old, [...] Read more.
Digitalization has shaped every part of our world, from education to healthcare, from finance to entertainment, and from manufacturing to social interactions. This digital transformation has put tremendous power in the hands of individuals and delivered even better results than sticking to old, traditional ways. Such effective digitalization cannot be achieved easily; a good digitized system is the product of a lot of effort. In this paper, we explore the state-of-the-art advancements in smart education technologies, analyze existing digital solutions, and outline considerations for developing a tailored system to digitalize the Teaching at the Right Level (TaRL) assessment for Moroccan primary education. Our approach aims to bridge skill gaps by integrating serious games, adaptive learning techniques, and real-time analytics to enhance assessment effectiveness and ease educators’ workloads. Full article
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31 pages, 9733 KiB  
Article
Gamifying Sociological Surveys Through Serious Games—A Data Analysis Approach Applied to Multiple-Choice Question Responses Datasets
by Alexandros Gazis and Eleftheria Katsiri
Computers 2025, 14(6), 224; https://doi.org/10.3390/computers14060224 - 7 Jun 2025
Viewed by 739
Abstract
E-polis is a serious digital game designed to gamify sociological surveys studying young people’s political opinions. In this platform game, players navigate a digital world, encountering quests posing sociological questions. Players’ answers shape the city-game world, altering building structures based on their choices. [...] Read more.
E-polis is a serious digital game designed to gamify sociological surveys studying young people’s political opinions. In this platform game, players navigate a digital world, encountering quests posing sociological questions. Players’ answers shape the city-game world, altering building structures based on their choices. E-polis is a serious game, not a government simulation, aiming to understand players’ behaviors and opinions; thus, we do not train the players but rather understand them and help them visualize their choices in shaping a city’s future. Also, it is noticed that no correct or incorrect answers apply. Moreover, our game utilizes a novel middleware architecture for development, diverging from typical asset-prefab-scene and script segregation. This article presents the data layer of our game’s middleware, specifically focusing on data analysis based on respondents’ gameplay answers. E-polis represents an innovative approach to gamifying sociological research, providing a unique platform for gathering and analyzing data on political opinions among youth and contributing to the broader field of serious games. Full article
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24 pages, 698 KiB  
Systematic Review
Multiple Ways in Which Video Games Make Education Inclusive: A Systematic Review of Cognitive Enhancement for Neurodivergent Learners
by Martina Basciano, Elisa Bisagno and Alessia Cadamuro
Multimodal Technol. Interact. 2025, 9(6), 56; https://doi.org/10.3390/mti9060056 - 7 Jun 2025
Viewed by 1626
Abstract
Children with neurodevelopmental disorders, such as ADHD, ASD and SLDs, often face challenges in executive functioning that can impact their inclusion and participation in educational and social experiences. Digital technologies, in particular video games, are becoming increasingly more integrated into children’s lives and [...] Read more.
Children with neurodevelopmental disorders, such as ADHD, ASD and SLDs, often face challenges in executive functioning that can impact their inclusion and participation in educational and social experiences. Digital technologies, in particular video games, are becoming increasingly more integrated into children’s lives and are receiving attention as tools to support cognitive development in these populations. This systematic review analyses the effects of video games on Working Memory (WM) and Executive Functions (EFs) in neurodivergent individuals, to evaluate their effectiveness as training tools and their impact in terms of inclusion. Following the PRISMA guidelines, 25 peer-reviewed studies published between 2013 and 2025 were analysed. The interventions included action-video games, exergames, serious games and ad hoc video game training with a pre- and post-assessment in neurodiverse participants. The results indicate that action-video games and exergames show promise in enhancing EFs, while serious games and ad hoc video game training seem to support WM. Despite a few contrasting results, overall, video games are emerging as promising tools of inclusive education thanks to their interactive, customisable and socially empowering nature, especially significant for neurodiverse children. The discussion will depict multiple ways in which video games can make education more inclusive for these populations. Full article
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21 pages, 1627 KiB  
Systematic Review
Immersive Tools in Engineering Education—A Systematic Review
by Vasco Reis, João Santos Baptista and Joana Duarte
Appl. Sci. 2025, 15(11), 6339; https://doi.org/10.3390/app15116339 - 5 Jun 2025
Cited by 1 | Viewed by 881
Abstract
Immersive tools are being adopted as an alternative to traditional education methods, especially in engineering curricula, where it is common to integrate various disciplines such as science, technology, engineering, and mathematics (STEM). This systematic review aimed to evaluate the effectiveness of immersive tools [...] Read more.
Immersive tools are being adopted as an alternative to traditional education methods, especially in engineering curricula, where it is common to integrate various disciplines such as science, technology, engineering, and mathematics (STEM). This systematic review aimed to evaluate the effectiveness of immersive tools and serious games in improving student engagement and knowledge retention in engineering education. This study follows the Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines, analyzing 31 articles published between 2020 and 2025 across four databases (Scopus, Web of Science, Dimensions, and ScienceDirect). Articles were included if they complied with the following inclusion criteria: using (any) immersive tools, carrying out evaluation methods, and participation of students in STEM-related engineering courses. The data extracted encompassed sample characteristics, game attributes, evaluation methods, and results. The findings suggest that immersive tools positively impact students’ engagement and motivation. However, challenges such as potential motion sickness, complexity of serious games (SGs), and high implementation costs exist. SG design must balance engagement, immersion and pedagogical effectiveness to ensure viability. Future research should assess long-term impacts and promote methodological consistency across studies, particularly in subject areas and sample demographics, while determining a way to reduce motion sickness and alleviating SG complexity and difficulty. Full article
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27 pages, 6914 KiB  
Article
A New Serious Game (e-SoundWay) for Learning English Phonetics
by Alfonso Lago-Ferreiro, María Ángeles Gómez-González and José Carlos López-Ardao
Multimodal Technol. Interact. 2025, 9(6), 54; https://doi.org/10.3390/mti9060054 - 4 Jun 2025
Viewed by 1777
Abstract
This paper presents the design and evaluation of e-SoundWay, a cross-platform serious game developed to improve English phonetic competence through a multimodal and narrative-driven approach. While the platform is specifically tailored to meet the needs of Spanish-speaking learners, it is adaptable for [...] Read more.
This paper presents the design and evaluation of e-SoundWay, a cross-platform serious game developed to improve English phonetic competence through a multimodal and narrative-driven approach. While the platform is specifically tailored to meet the needs of Spanish-speaking learners, it is adaptable for a wider range of English as a Foreign Language (EFL) users. e-SoundWay offers over 600 interactive multimedia minigames that target three core competencies: perception, production, and transcription. Learners progress along a gamified version of the Camino de Santiago, interacting with characters representing diverse English accents. A mixed-methods evaluation combining pre- and post-tests with a user experience questionnaire revealed statistically significant improvements across all domains, particularly in perception. Reduced post-test variability indicated more equitable learning outcomes. User satisfaction was high, with 64% of participants reporting satisfaction with their phonetic progress and 91% stating they would recommend the platform. These findings highlight the educational effectiveness, accessibility, and motivational value of e-SoundWay, reinforcing the role of serious games and multimodal technologies in delivering inclusive and engaging pronunciation instruction. Full article
(This article belongs to the Special Issue Video Games: Learning, Emotions, and Motivation)
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17 pages, 1388 KiB  
Article
The Medication Safety Adventure Trail: An Educational Intervention to Promote Public Awareness on Medication Safety
by Audrey Flornoy-Guédon, Liliane Gschwind, Antoine Poncet, Pierre Chopard, Caroline Fonzo-Christe and Pascal Bonnabry
Pharmacy 2025, 13(3), 75; https://doi.org/10.3390/pharmacy13030075 - 27 May 2025
Viewed by 888
Abstract
Engaging patients in medication safety is essential but remains under-addressed in hospital settings. This pilot study aimed to assess the impact of an educational intervention—the Medication Safety Adventure Trail—on medication safety knowledge and satisfaction among hospital visitors. A quasi-experimental pre-post intervention using this [...] Read more.
Engaging patients in medication safety is essential but remains under-addressed in hospital settings. This pilot study aimed to assess the impact of an educational intervention—the Medication Safety Adventure Trail—on medication safety knowledge and satisfaction among hospital visitors. A quasi-experimental pre-post intervention using this educational tool was conducted over five days. A booth was set up in a hospital lobby inviting all passers-by to follow a six-step trail involving riddles to solve. The experiment comprised three phases: 1. Briefing plus pre-test; 2. The trail; 3. Debriefing plus post-test. A logistic mixed-effects model was employed to assess changes in the odds of correct responses to eight items between the pre-test and post-test. A five-point scale assessed participants’ degrees of certainty (DC) in their answers, and a comparison pre- and post-test was performed with a linear mixed-effects model. Satisfaction was based on Kirkpatrick’s levels 1 and 2 (reaction and learning) and was assessed using categorical scales and open-ended questions. A total of 93 participants completed the trail (60% non-healthcare professionals, 36% healthcare professionals, and 4% unspecified). The odds of a correct answer were higher at post-test than at pre-test (72% vs. 51%, p < 0.001), and the odds of providing a correct answer were nearly five times higher following the activity compared to before (OR = 4.8 [95%CI 3.5 to 6.4], p < 0.001). The mean DC was also improved from pre-test to post-test (4.43, 95%CI [4.36–4.49] vs. 4.83, 95%CI [4.80–4.86]; p < 0.001). All 93 participants reported being either very satisfied (89%) or satisfied (11%) with the educational tool. The tool significantly improved participants’ knowledge about medication safety issues and was appreciated. Full article
(This article belongs to the Topic Optimization of Drug Utilization and Medication Adherence)
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