FABLE: A New Horizon in Digital Learning and Serious Game Design

Serious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This resear...

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Detalles Bibliográficos
Autores: Reyes-de-Cózar, Salvador, Merino-Cajaraville, Alba
Tipo de recurso: artículo
Fecha de publicación:2025
País:España
Institución:Universidad Loyola Andalucía
Repositorio:Brújula
OAI Identifier:oai:repositorio.uloyola.es:20.500.12412/6705
Acceso en línea:https://hdl.handle.net/20.500.12412/6705
Access Level:acceso abierto
Palabra clave:Educational technology
Game‐based learning
ICT
Interactive learning
Serious games
Video games
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spelling FABLE: A New Horizon in Digital Learning and Serious Game DesignReyes-de-Cózar, SalvadorMerino-Cajaraville, AlbaEducational technologyGame‐based learningICTInteractive learningSerious gamesVideo gamesSerious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic‐pedagogical elements. A systematic review is carried out following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta‐Analyses) statement to identify the existing models for creating serious games. A qualitative analysis of the selected models is carried out to extract the key elements that should be present when creating a guide for designing serious games and to evaluate a ludic‐pedagogical approach. Finally, a directed content analysis is performed to evaluate the presence of ludic‐pedagogical elements in the selected models. The results show a lack of attention paid to the elements of the pedagogical dimension of the game in the studies reviewed. Other elements, such as the format or the audience, are not specified, and most models prove incomplete. From this study emerges FABLE (Fun And Balanced Learning Experience), a model that incorporates both the playful and pedagogical dimensions of the serious game.2025info:eu-repo/semantics/articlehttps://hdl.handle.net/20.500.12412/6705reponame:Brújulainstname:Universidad Loyola AndalucíaInglésinfo:eu-repo/semantics/openAccessoai:repositorio.uloyola.es:20.500.12412/67052026-06-24T12:48:37Z
dc.title.none.fl_str_mv FABLE: A New Horizon in Digital Learning and Serious Game Design
title FABLE: A New Horizon in Digital Learning and Serious Game Design
spellingShingle FABLE: A New Horizon in Digital Learning and Serious Game Design
Reyes-de-Cózar, Salvador
Educational technology
Game‐based learning
ICT
Interactive learning
Serious games
Video games
title_short FABLE: A New Horizon in Digital Learning and Serious Game Design
title_full FABLE: A New Horizon in Digital Learning and Serious Game Design
title_fullStr FABLE: A New Horizon in Digital Learning and Serious Game Design
title_full_unstemmed FABLE: A New Horizon in Digital Learning and Serious Game Design
title_sort FABLE: A New Horizon in Digital Learning and Serious Game Design
dc.creator.none.fl_str_mv Reyes-de-Cózar, Salvador
Merino-Cajaraville, Alba
author Reyes-de-Cózar, Salvador
author_facet Reyes-de-Cózar, Salvador
Merino-Cajaraville, Alba
author_role author
author2 Merino-Cajaraville, Alba
author2_role author
dc.subject.none.fl_str_mv Educational technology
Game‐based learning
ICT
Interactive learning
Serious games
Video games
topic Educational technology
Game‐based learning
ICT
Interactive learning
Serious games
Video games
description Serious games have stood out as a new pedagogical format capable of motivating students through interactive learning. The lack of standards in the conception of these video games has led to the creation of different models, where the ludic aspects often prevail over the educational ones. This research analyzes the models present in the literature to identify those key elements in the design of serious games and to determine the presence of ludic‐pedagogical elements. A systematic review is carried out following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta‐Analyses) statement to identify the existing models for creating serious games. A qualitative analysis of the selected models is carried out to extract the key elements that should be present when creating a guide for designing serious games and to evaluate a ludic‐pedagogical approach. Finally, a directed content analysis is performed to evaluate the presence of ludic‐pedagogical elements in the selected models. The results show a lack of attention paid to the elements of the pedagogical dimension of the game in the studies reviewed. Other elements, such as the format or the audience, are not specified, and most models prove incomplete. From this study emerges FABLE (Fun And Balanced Learning Experience), a model that incorporates both the playful and pedagogical dimensions of the serious game.
publishDate 2025
dc.date.none.fl_str_mv 2025
dc.type.none.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.12412/6705
url https://hdl.handle.net/20.500.12412/6705
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.source.none.fl_str_mv reponame:Brújula
instname:Universidad Loyola Andalucía
instname_str Universidad Loyola Andalucía
reponame_str Brújula
collection Brújula
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